BuildPipeline.BuildAssetBundleExplicitAssetNames removes path?

I am working on a project that is facing a lot of compatibility issues dating back to Unity 2.0. One such issue is with building asset bundles, when BuildPipeline.BuildAssetBundleExplicitAssetNames is called the assets provided have a path like “Items/Staff.tga”, and when the bundle is downloaded and examined the application finds that the asset is called simply “Staff”. This is a problem since the project has a lot of assets with the same name, and some in the same folder but with different file extension. Is it possible to build an asset bundle with the asset names resembling their paths?

EDIT: Actually it seems like it just ignores the explicit names alltogether and uses the stored names for the assets. I get the same output as with BuildPipeline.BuildAssetBundle.

Same issue here… this method seems to completely ignore the names you provide it.