Hi, I have an app that delivers Sessions of VR experiences to a user's iPhone. We distribute multiple worlds through on demand resources. Currently a user downloads the asset bundle through on demand resources and then Unity runs AssetBundle.LoadFromFile() to load the asset bundle and then it launches the scene. The assetbundles only contain scenes. This step takes a while compared to before when we shipped the app with the content already installed. I am wondering if there is a way to save the asset bundle in a way that I won't have to call LoadFromFile() each time. Or is there a way to do that in a more efficient manner? The loading time is an issue and since the async operation .progress and .isDone don't work there's not even a way to show a loading bar (Let me know if you have a solution to that as well lol) Thanks!