Can't save and load AssetBundle on android device

Hello

I have problems with save and load AssetBundle files on android device.
It can work on a PC without problems.

IEnumerator DownloadFile()
    {
        string fileName = "scenes";
        using (UnityWebRequest uwr = UnityWebRequest.Get("https://www.wwwwwwwwwwww.com/" + fileName))
        {
			string m_Path = Path.Combine(Application.persistentDataPath, "Asset_Bundles");
			m_Path = Path.Combine(m_Path, "data");
            if (!Directory.Exists(m_Path))
            {
                Directory.CreateDirectory(m_Path);
            }

            uwr.SendWebRequest();

            while (uwr.downloadProgress != 1.0)
            {
                process_txt.text = string.Format("{0:P1} : ", uwr.downloadProgress);
                yield return null;
            }

            if (uwr.isNetworkError || uwr.isHttpError)
            {
                process_txt.text = "Error!!!";
            }
            else
            {
				m_Path = Path.Combine(m_Path, fileName);
				System.IO.File.WriteAllBytes(m_Path, uwr.downloadHandler.data);
            }
        }
    }

and this is load AssetBundle code

void Start()
    {
		string m_Path = Path.Combine(Application.persistentDataPath, "Asset_Bundles");
		m_Path = Path.Combine(m_Path, "data");
		m_Path = Path.Combine(m_Path, fileName);

        LoadAssetBundle(m_Path);
    }

    void LoadAssetBundle (string url)
    {
        assetBundle = AssetBundle.LoadFromFile(url);

        show_txt.text = assetBundle == null ? "Fail to load assetbundle" : "Assetbundle succesfully loaded";

        var scene = assetBundle.LoadAsset(prefeb_name);
        Instantiate(scene);
    }

The file has already been loaded into the device but cannot load AssetBundle


This is an error, But on desktop it can work with not a problems, What’s wrong with File.WriteAllBytes on android.

Now I have a solution.

It is my own fault to create AssetBundle.

I change

BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64);

To

BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.Android);

Now it can work, Thank you.