Issue with assetBundle path locally

So I’ve gone through most of the discussions on assetBundles. I am mainly using them to deal with textures seeing as how, if I’m not mistaken you can’t free the memory allocated from loading a Texture2D from the resource folder. Anyways I have the assetBundle in the build under the Data/Raw folder with a .unity3d extension. I have gone through all possible path strings, but no matter what my app crashes with a EXC_BAD_ACCESS.

right now I’m outputting the string with a debug and it reads as:

file:///var/mobile/Applications/59FE83ED-EC15-488E-837D-3B98A2E40C1C/Build4.app/Data/Raw/BrawlerHUD.unity3d

What could I be missing?

also the app isn’t crashing if I omit the download of the assetbundle so the error isn’t somewhere else in my code.

Are you aware of Resources.UnloadUnusedAssets? This will remove loaded assets as long as there are no script or scene references to them.

I was aware of that function, but I read somewhere that there was a bug in unity if you were using Texture2D’s that it wasn’t freeing up memory, and if you tried to unload it you would be deleting it from the resources folder entirely so you could never use the texture again. However, andeeee YOU JUST BLEW MY MIND!!! If I’m trying to access a prefab made in an asset bundle then i can just as easily access a prefab from the Resources folder and avoid loading a Texture2D from the Resources folder, and release that memory. Regardless of whether or not Resources.Unload works for Textures. Thanks andeeee you saved my life.