We have entities with sprites components and we load the assets on a custom load screen. We put the sprites on initialize and we hope to visualize the final sprites. But we visualize the base sprites placed on editor.
I guess it happens because the editor calls to load the asset on initialize. And when the asset is loaded, it is placed as a sprite in the component.
We have duplicated the assets and exclude from build, but it is a tedious process. I don’t see any event called before initialize or before the load start to setup properties.
If you do a lot of this, I would recommend either not having a sprite asset in the sprite component to begin with, or use a placeholder sprite that is preloaded.
We have many worlds and we only load one world assets. In editor we have placed world1 assets. But in runtime we can load different worlds. We don’t need world1 assets.