Hi everyone. I'm trying to figure out what I'm doing wrong. My apk is over 150mb so I decided to use AssetBundles to download (url) scenes from the server. On the PC it works fine and load the scene but when I try to build on Android nothing happens and the progress bar is always stay at zero it does not give me any error on the log. Script that i use to download and load: Code (CSharp): using UnityEngine; using System.Collections; using UnityEngine.UI; using System; using System.IO; using UnityEngine.SceneManagement; public class BundleWebLoader : MonoBehaviour { public string url; public int downloaded = 0; AssetBundle bundle; public System.Object test; public Slider progressbar; public Text percent; public float progress; WWW www; void Update() { progress = www.progress; progressbar.value = progress; percent.text = progress.ToString() + "%"; } private void Start() { ClearCache(); StartCoroutine(LoadFromServer()); } IEnumerator LoadFromServer() { yield return new WaitForEndOfFrame(); if (downloaded == 0) { using (www = WWW.LoadFromCacheOrDownload(url, 1)) { yield return www; if (www.error != null) throw new Exception("WWW download had an error:" + www.error); if (www.error == null) { bundle = www.assetBundle; } } if (Caching.ready == true) { downloaded = 1; string[] scenePath = bundle.GetAllScenePaths(); Debug.Log(scenePath[0]); SceneManager.LoadScene(scenePath[0]); } } } void ClearCache() { Directory.CreateDirectory("Cache1"); Directory.CreateDirectory("Cache2"); Directory.CreateDirectory("Cache3"); Caching.AddCache("Cache1"); Caching.AddCache("Cache2"); Caching.AddCache("Cache3"); bool success = Caching.ClearCache(); if (!success) { Debug.Log("Unable to clear cache"); } } }