LoadFromCacheOrDownload not working

I am simply trying to download and start a scene stored on the internet. When running the code listed at the bottom I get the following console output:

starting download
UnityEngine.Debug:Log(Object)
c__Iterator0:MoveNext() (at Assets/Scripts/menu.cs:54)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
menu:OnGUI() (at Assets/Scripts/menu.cs:37)

successful download
UnityEngine.Debug:Log(Object)
c__Iterator0:MoveNext() (at Assets/Scripts/menu.cs:62)

starting level
UnityEngine.Debug:Log(Object)
c__Iterator0:MoveNext() (at Assets/Scripts/menu.cs:66)

Level ‘dungeon1.unity’ (-1) couldn’t be loaded because it has not been added to the build settings.
To add a level to the build settings use the menu File->Build Settings…
UnityEngine.Application:LoadLevel(String)
c__Iterator0:MoveNext() (at Assets/Scripts/menu.cs:67)

The code I am using is:

	IEnumerator StartLoadingLevel()
	{
		Debug.Log("starting download");
		var download = WWW.LoadFromCacheOrDownload(adventureLocation,5);
		yield return download;
		if (download.error != null)
		{
			Debug.Log(download.error);
			//return;
		}
		Debug.Log("successful download");
		var bundle = download.assetBundle;
		string tempName = adventureLocation;
		tempName = tempName.Substring(tempName.LastIndexOf('/') + 1);
		Debug.Log("starting level");
		Application.LoadLevel(tempName);
	}

I am using a static string (adventureLocation) to supply the download location of the scene (http://www.bluefiregames.com/DE/adventures/dungeon1.unity). Due to the console output it looks like it is being successfully downloaded just not loaded and launched.

Thanks in advance for helping.

Jason

I tried modifying the code to the following:

	IEnumerator StartLoadingLevel()
	{
		Debug.Log("starting download");
		var download = WWW.LoadFromCacheOrDownload(adventureLocation,5);
		yield return download;
		if (download.error != null)
		{
			Debug.Log(download.error);
		}
		Debug.Log("successful download");
		var bundle = download.assetBundle;
		yield return bundle;
		string tempName = adventureLocation;
		tempName = tempName.Substring(tempName.LastIndexOf('/') + 1);
		Debug.Log("building");
		BuildPipeline.BuildStreamedSceneAssetBundle(tempName, "Assets/" + tempName,BuildTarget.Android);
		Debug.Log("starting level");
		Application.LoadLevel(tempName);
	}

But I got the following error messages:

Assets/Scripts/menu.cs(67,31): error CS1502: The best overloaded method match for `UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(string, string, UnityEditor.BuildTarget)’ has some invalid arguments

Assets/Scripts/menu.cs(67,31): error CS1503: Argument #1' cannot convert string’ expression to type `string

I then tried the following code:

IEnumerator StartLoadingLevel()
	{
		Debug.Log("starting download");
		var download = WWW.LoadFromCacheOrDownload(adventureLocation,5);
		yield return download;
		if (download.error != null)
		{
			Debug.Log(download.error);
		}
		Debug.Log("successful download");
		var bundle = download.assetBundle;
		yield return bundle;
		string tempName = adventureLocation;
		tempName = tempName.Substring(tempName.LastIndexOf('/') + 1);
		Debug.Log("building");
		var levels : String[] = ["Assets/" + tempName];
		BuildPipeline.BuildStreamedSceneAssetBundle(levels, "Assets/" + tempName,BuildTarget.Android);
		Debug.Log("starting level");
		Application.LoadLevel(tempName);
	}

But I got the following error in the editor without being able to press the play button:

Assets/Scripts/menu.cs(67,28): error CS1525: Unexpected symbol :', expecting )‘, ,', ;’, [', or =’

I go the last example from: Unity - Scripting API: BuildPipeline.BuildStreamedSceneAssetBundle

Jason