asset bundle compatibility in editor

Hi,

I switch to iOS and build the iOS platform assetbundle, I debug my code in editor most of time, when I load the assets from assetbundle on iOS, everything works like it should be, but when I run the same code in editor, feel like shader is losing reference, the current solution I used is when I loaded the asset, I will reload the shader like this, so the asset will looks more like a normal one

stringshader_name = mat.shader.name;
Shadershader = Shader.Find(shader_name);
mat.shader = shader;

What’s the real right way to handle this?

http://docs.unity3d.com/Manual/abfaq.html

Platform compatibility for AssetBundles
Standalone Webplayer iOS Android
Editor Y Y Y Y
Standalone Y Y
Webplayer Y Y
iOS Y
Android Y

I fixed the generic assetbundle by PushAssetDependencies/PopAssetDependencies, but how can I handle scene bundle, it tips me “UNITY_EDITOR” related error when I tried to load