Installing external asset bundles alongside the Unity APK

Hi, I’m working on a Unity project that uses alot of graphical GUI assets (an Image Gallery, basically) and it’s gotten to the point where it’s not feasible to store these within the Unity Library any more (switching platforms takes forever).

Now, we’ve started using Asset Bundles to store this content outside the application, and for iOS all I had to do was add the Bundles directory to the XCode project and then iOS would know where to look for it (relative to Application.dataPath), and all I’d get out of it was a nice bundled application.

The problem I’m having now is porting that to Android. Unity just spits out an APK, lacking this extra asset folder. Is there any way I can include extra folders and files alongside an android build, relative to Application.dataPath?

If there isn’t I’ve found two ways around it. One is to have all the files required on a Web Server and have the application do a 1-time download and cache it locally itself (Which may not be feasible for this project), or, build another android application that installs the unity APK, alongside the bundles, then deletes itself.

I’d rather not have to do either, since the first way works fine on iOS and I’d rather not have Android users have to jump through extra hoops.

Hi,
Read the matters discussed on the thread below. There is also something mentioned about your suggestion of using a 2nd application that installs the Unity APK and then deletes itself.
Don’t get fooled by the thread title. There are many interesting issues discussed here:
http://forum.unity3d.com/threads/111220-How-did-Shadowgun-reduced-APK-to-6-MB

Regarding your decision of not using the Unity resource management just because of the import times, I don’t understand it.
If you read the above thread carefully you’ll see only some of the many drawbacks the AssetBundles bring.