template<typename C> asge::game::asset::Resolver
Customization point AssetManager::ResolveAssets dispatches to, per component type, for one entity's worth of that component.
#include <AssetResolver.hpp>The primary template is a no-op — most of components::SerializableComponents (Transform, Velocity, Collider, Rigidbody, Camera) have nothing to deferred-load, so ResolveAssets can fold over the whole tuple uniformly without every component needing its own specialization. A component that does own an asset (a virtual path resolved into a live handle once a renderer exists) gets one below instead.