Lets say the asset doesnt exist in our project, and the download url (for .fbx/texture assets) are pulled in runtime. What is the best technique to make this possible?
Similar to asset bundles in unity
There are several approaches to this but they all use the API
https://api.playcanvas.com/engine/classes/AssetRegistry.html#loadfromurl
https://api.playcanvas.com/engine/classes/AssetRegistry.html#loadfromurlandfilename
To create assets from URLs to files such as GLBs, images, etc.
Depending on what you are looking to do, the general advice would be to use GLBs to package the materials, textures, animations and models and load it as a container asset.
The container asset will have (private, maybe should be public) properties for the assets (materials, render, textures, animation) that you can use to construct the Entity at runtime.
Example here https://developer.playcanvas.com/en/tutorials/loading-gltf-glbs/ (this is loading a GLB binary that’s in the project but the help script allows you to use a URL instead.
You can see the properties for the assets in the Container Resource here that it could contain here: https://github.com/playcanvas/engine/blob/main/src/resources/parser/glb-parser.js#L1772
Thank you, I will try it