I’m doing an editor script, where I want to iterate over all assets in all assetbundles. My approach so far has been:
foreach( var assetBundleName in UnityEditor.AssetDatabase.GetAllAssetBundleNames() )
{
//GetAllAssetFromAssetBundle( assetBundleName ) <- doesn't exists as far as I know
}
But I’m stuck on getting an assetbundle by it’s name. Is that possible?
Other approaches are also most welcome 
It should be said, that I’m using the AssetBundleManager in “Simulation Mode”… that’s the factor, that complicates getting the assetbundles…
Okay - it was quite easy actually:
foreach( var assetBundleName in AssetDatabase.GetAllAssetBundleNames() )
{
foreach( var assetPathAndName in AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName) )
{
string nameWithoutPath = assetPathAndName.Substring( assetPathAndName.LastIndexOf( "/" ) + 1 );
string name = nameWithoutPath.Substring( 0, nameWithoutPath.LastIndexOf( "." ) );
Debug.Log( name );
}
}