AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.
Note that bundles are not compatible between platforms. A bundle built for any of the standalone
platforms can only be loaded on that platform but not others.
Further example, a bundle built for iOS is not compatible with Android and vice versa. One difference
is shaders which are different between devices, as are textures.
See Also: WWW.assetBundle, Loading Resources at Runtime, BuildPipeline.BuildAssetBundle.
IEnumerator Start()
{
    WWW www = new WWW("http://myserver/myBundle.unity3d");
    yield return www;
    // Get the designated main asset and instantiate it.
    Instantiate(www.assetBundle.mainAsset);
}
      | isStreamedSceneAssetBundle | Return true if the AssetBundle is a streamed scene AssetBundle. | 
| mainAsset | Main asset that was supplied when building the asset bundle (Read Only). | 
| Contains | Check if an AssetBundle contains a specific object. | 
| GetAllAssetNames | Return all asset names in the AssetBundle. | 
| GetAllScenePaths | Return all the scene asset paths (paths to *.unity assets) in the AssetBundle. | 
| LoadAllAssets | Loads all assets contained in the asset bundle that inherit from type. | 
| LoadAllAssetsAsync | Loads all assets contained in the asset bundle asynchronously. | 
| LoadAsset | Loads asset with name from the bundle. | 
| LoadAssetAsync | Asynchronously loads asset with name from the bundle. | 
| LoadAssetWithSubAssets | Loads asset and sub assets with name from the bundle. | 
| LoadAssetWithSubAssetsAsync | Loads asset with sub assets with name from the bundle asynchronously. | 
| Unload | Unloads all assets in the bundle. | 
| LoadFromFile | Synchronously loads an AssetBundle from a file on disk. | 
| LoadFromFileAsync | Asynchronously loads an AssetBundle from a file on disk. | 
| LoadFromMemory | Synchronously create an AssetBundle from a memory region. | 
| LoadFromMemoryAsync | Asynchronously create an AssetBundle from a memory region. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the game object. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. |