AssetBundle how to?

How to load external asset Bundles for Android? I have my .apk file and thats it. Inside this file i have a folder called res. But how can i copy files to that folder and load them?
Have somebody read assetBundles successfully or config files (xml) without writing a plugin?

Thanks in advance

Why there is no Folder to Load additional Assets like the iPhoneStreamingResources Folder for IOs? Can i only load AssetBundles from the webserver?

iPhoneStreamingAssets does not exist anymore with U3

Its now called StreamingAssets and found within the Assets folder and available to all.
But realistically you might want to avoid it on android due to the market upload size restrictions and instead fetch them from a webserver to store them then

Thank you very much - in my case its better to not download it from the web.
But i had no success:
var url = “Lerpz.unity3d”
download = new WWW (“file://” + Application.dataPath + “/StreamingAssets/” + url);
or
download = new WWW (“file://” + Application.dataPath + “/Raw/” + url);

with both i have no success
Is the Application.dataPath “the” path or have i only use a substring of it (i tried data/app/Lerpz.unity3d and many other combinations)?

The AssetBundle loads over the network but than its null.

download.assetBundle is null;

The bundle must be build with Android option. Than the assetbundle works.

@MenuItem ("Assets/Build AssetBundle From Selection - Track dependencies blah")
static function ExportBundle(){

        var str : String = EditorUtility.SaveFilePanel("Save Bundle...", Application.dataPath, Selection.activeObject.name, "assetbundle");
        if (str.Length != 0){
             BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, str, BuildAssetBundleOptions.CompleteAssets, BuildTarget.Android);
         	 //BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, str, BuildAssetBundleOptions.CompleteAssets, BuildTarget.iPhone);
        }
}

But where can i load them from local folders?
Putting the StreamingAssets Folder next to Assets having no effect here.

Is it possible, in example, to download assets from www and put them in the SD card instead than in phone’s memory?

yupp

At this point the only way to extract the bundles inside the .apk is to do it with a plugin. I can access android.content.res.AssetManager from Java code.

I hope there will be a Unity method to do that soon.

why would you do that? extracting to apk?
i have similiar problem, i want to put assetbundles to a folder on sdcard or any other consistent place but i do not know how?
any ideas?