AssetBundle.CreateFromMemory fails in WebPlayer

Hello everyone. I need to encrypt my assetBundles and download them into WebPlayer.
I use default code from example:

string url = "http://www.mywebsite.com/mygame/assetbundles/assetbundle1.unity3d";
IEnumerator Start () {
	// Start a download of the encrypted assetbundle
	WWW www = new WWW (url);
	
	// Wait for download to complete
	yield return www;
	
	// Get the byte data
	byte[] encryptedData = [url]www.bytes;[/url]
	
	// Decrypt the AssetBundle data
	byte[] decryptedData = YourDecryptionMethod(encryptedData);
	
	// Create an AssetBundle from the bytes array
	AssetBundle bundle = AssetBundle.CreateFromMemory(decryptedData);
	
	// You can now use your AssetBundle. The AssetBundle is not cached.
}

This is how I save the bundle:

BuildPipeline.BuildAssetBundle(objects[0], objects, bundlePath, 			
			BuildAssetBundleOptions.CollectDependencies,
				BuildTarget.WebPlayer);

I don’t use Push/Pop Dependencies.
Even when I don’t use BuildAssetBundleOptions.CollectDependencies (when bundle contains of only one texture asset) - it still doesn’t creates from memory in webplayer.

Webplayer log says:

    Asset bundle is incomplete

I try this from webplayer in browser (Chrome/Firefox).
My Unity version is 4.2.1f4 pro trial

I have found that the problem is not in CreateFromMemory method

CreateFromMemory fails because www.bytes array is empty

byte[ ] encryptedData = www.bytes; // www.bytes.Length is 0 here!

Btw I tried the code above on non encrypted bundle (the decryption method changed nothing in bytes).

At the same time www.assetBundle is accessible, this happens in WebPlayer, not in Editor.

So a different way to load raw bytes of assetBundle is needed. This can be done through Systen.Net.Socket as in unityweb: Google Code Archive - Long-term storage for Google Code Project Hosting. (also commercial package based on unityweb exists).