Can unity read file in iOS folder?

hi all,
I am trying read file in iOS folder but it failed.

in xcode , i let my ipad to download file and save it

like this

//download in xcode

-(void)connectionDidFinishLoading:(NSURLConnection *)connection
{

NSArray *pathLis = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);   
NSString *path = [pathLis objectAtIndex:0];

path = [path stringByAppendingPathComponent: @"aaa.unity3D"];

if([tempData writeToFile:path atomically:NO])
{
    NSLog(@"YES"); 
}
else
{
    NSLog(@"NO");
}
NSLog(@"save as %@", path);
//[tempData release];
//tempData = nil;

}

this works fine , download is ok , saving file is ok,too.
but when i want to load the file in unity.
it failed.

in unity i try this command

Resources.LoadAssetAtPath( Application.persistentDataPath+“/aaa.unity3D”);

or
WWW bundle = new WWW(file://+Application.persistentDataPath+“/aaa.unity3D”);
etc…

i try any path i find in web

and i sure the path is right.

because this works great in uinty

FileStream fs = new FileStream(Application.persistentDataPath+“/aaa.unity3D”, FileMode.Open, FileAccess.Read);

why?

the FileStream is byte

i don’t know how to change to prefab or other type i wnat to use in unity.

C# “filestream” can read the file in iOS

but “Resources.LoadAssetAtPath” fail

and the path is 100% same

Anyone know about this?

or how can i change byte to unity object?

Sorry for my bad english~

Resources.LoadAssetAtPath is documented as being useful in the Editor only, and the path name you give the API is a path name into the Assets folder in the Unity project.

oops , the web part is my fault , it is because the assetbundel’s problem.
but that question is still , when i download the file in ipad.
i use WWW to read the localfile , the WWW.isdone == true;
but when i want to Instantiate it , it shows the log
“Failed to load asset bundlel”
the file is the same in my website.
Anyone know about this?