Asset bundles for use on both PC/Mac?

Hello! I had a quick question about asset bundles. From the documentation on http://docs.unity3d.com/Documentation/Manual/abfaq.html, it seems to suggest that asset bundles built for any Standalone player will work for each of the other Standalone players. Is this true?

In code, I’m calling this:

BuildPipeline.BuildAssetBundleExplicitAssetNames( objects, objectNames, saveLocation, BuildAssetBundleOptions.CollectDependencies, BuildTarget.StandaloneWindows );

As we’re now trying to expand to a Mac build as well, I tried switching the target to

BuildTarget.StandaloneOSXUniversal

Is this necessary? The issue is that I am developing on a PC, and exporting asset bundles to the StandaloneOSXUniversal format doesn’t seem to be supported.

Thanks!

So, investigation has revealed that an asset pack built in the windows editor will indeed work on both a PC and Mac standalone build. There was no need to switch the build target from BuildTarget.StandaloneWindows to BuildTarget.StandaloneOSXUniversal. BuildTarget.StanadloneWindows works on both platforms.

The problem I was running into had to do with getting the File I/O right, which is slightly different on both platforms.