Asset Bundle Question

Simple question really, are asset bundles locked to the current project, meaning if I build up an asset bundle, how do I know that when I build and deploy the program that someone else can’t come along that owns unity pro, grab my asset bundle and simply use it in their program? I see nothing in the docs as far as encryption goes or some sort of project key exchange with the bundle to lock it to a specific program.

no, you or anyone else can use it if they own U pro in any project afaik

scripts in there that will null ref fail and no main root object though help quite a bit

I am trying to figure this thing out, I read the docs on it, but there is no code example for how to do the Editor script, it sort of explains it a bit but I am still confused since I have never used this feature before and had no need until now. I know I have to have an Editor folder in my Assets folder and the script for this has to be placed into that folder. I have also read through:
file:///C:/Program%20Files/Unity/Editor/Data/Documentation/Documentation/ScriptReference/BuildPipeline.BuildAssetBundle.html?from=BuildAssetBundleOptions

However, there is no script examples for the C# script that I need to use to do something like, for all of my textures place them in a texture asset bundle and also include a script file in the asset so before the asset can be used, that script file has to be initialized or the class in the script has to have a new instance passing it a value.