Omitting certain assets in Resources from build?

Is it possible to omit specific files from a Resources folder from the iOS build?

Why you may ask?

Because I have code for emulating ads such as Chartboost/Flurry in the Editor (to help with getting the flow correct before running on the device). I load textures from Resources as required and use GUI.DrawTexture to show them. I don’t want these textures going into my iOS build as they’re not needed.

Any suggestions?

Ok, I found a solution of sorts (for my particular situation).

Instead of putting the textures in a Resources folder, have them elsewhere and use WWW with the file:// protocol to load them. As long as they are not referenced directly then won’t be part of the build.

#if UNITY_EDITOR
		string url = string.Format("file://{0}/Common/CB/MoreApps.png",Application.dataPath);
		WWW www = new WWW(url);
		yield return www;
		// Now use www.texture as required
#endif

So, how exactly do we “reference the resources directly” ?
My builds are for windows, but - it omits resources by random, on each build,
or they do appear, but - not working properly …
Is there anything on Unity Asset Store, that fixes this problem ?
Or any experts who indeed tested this, and know what to do for shure ?
Michael.

So you are only showing ads in builds that are not for iOS, and in the iOS build you dont want them to show. No matter that it is the same game ?

You can also use Resources.LoadAssetAtPath, and load asset from any folder of you project inside Asset folder. This function works only in Editor and will return null in Player

Now, i will need that in english (exact workout i should do in order to understand and do what you just told me).