Loading AssetBundles from inside the Project

I’m using the following script that loads an AssetBundle and attaches it to a tracker.

using UnityEngine;
using System.Collections;

public class AssetBundleAugmenter : MonoBehaviour, ITrackableEventHandler {
   
    public string AssetName;
     public string BundleURL;
    private GameObject mBundleInstance = null;
    private TrackableBehaviour mTrackableBehaviour; 
    private bool mAttached = false;

     IEnumerator Start(){
		//StartCoroutine (DownloadAndCache());
        
        mTrackableBehaviour = GetComponent<TrackableBehaviour>();
        if (mTrackableBehaviour) {
            mTrackableBehaviour.RegisterTrackableEventHandler(this);
        }
       using (WWW www = new WWW(BundleURL)){
           yield return www;
          
       if (www .error != null)
           throw new UnityException("WWW Download had an error: " + www. error);
		
      AssetBundle bundle = www.assetBundle;
       if (AssetName == "Cube1.unity3d") {
          mBundleInstance = Instantiate (bundle.mainAsset) as GameObject;
			//Unload the AssetBundle so it can be reloaded on return
		bundle.Unload(false);
			}
		}
	}		
	public void OnTrackableStateChanged(
        TrackableBehaviour.Status previousStatus,
        TrackableBehaviour.Status newStatus) {
         
        if (newStatus == TrackableBehaviour.Status.DETECTED ||
            newStatus == TrackableBehaviour.Status.TRACKED ){
           // newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED) {
 
            if (!mAttached && mBundleInstance) {
                // if bundle has been loaded, let's attach it to this trackable
                mBundleInstance.transform.parent = this.transform;
				mBundleInstance.transform.localScale = new Vector3(0.1982961f, 0.1982961f, 0.1982961f);
                mBundleInstance.transform.localPosition = new Vector3(0f, 0.1025115f, 0f);
                mBundleInstance.transform.gameObject.SetActive(true); 
                mAttached = true;		
            }
        }
    }
}

In the Inspector, the File path/ URL is inserted. All is good thus far.

However, what I want to achieve is to have the AssetBundle within the project, built-in, and loaded from there; rather than from an external source. Is it just a case of inserting a different file path or does it require additional coding?

I had a look at AssetBundle.Load(); but that seems to be loading something specifically from the AssetBundle rather than the whole bundle itself. Any ideas?

Thanks in advance

string BundleURL = “jar:file://” + Application.streamingAssetsPath + “/PACKAGE_NAME.unity3d”;