Really strange problem with AssetBundles and RayCast

Hi all,
I’ve a strage problem with my project and i hope someone is able to help me out.

I’ve have four prefabs which are selectable and moveable through LeanTouch+. Putting all files needed for the prefabs into a Resources folder and instantiate the prefabs by Resources.Load() is working good in Windows, Mac, iPad and iPhone. All Prefabs are selectable and moveable.

Moving the Materials, Textures and Meshes to an AssetBundle (builded with the correct BuildTarget) but let the prefab file alone in the Resources folder, load the AssecBundle by AssetBundle.LoadAllAssets(); and instantiate the prefabs by Resources.Load() is also working good in Windows, Mac, iPad and iPhone. All Prefabs are selectable and moveable.

At least moving the prefabs itself to the AssetBundle (builded with the correct BuildTarget), move all bundles to the StreamingAssets folder, load the AssetBundle by

AssetBundle _toolsAssetBundle = AssetBundleTools.LoadAssetBundle(Application.streamingAssetsPath, simObj.asset);
GameObject resource = _toolsAssetBundle.LoadAsset(simObj.classname);
GameObject instance = MonoBehaviour.Instantiate(resource) as GameObject;

Everything is working fine on Windows (Editor) and on Mac (Editor) but on iPad/iPhone only one prefab ist selectable, all other prefabs are not selectable.

I’ve found out, that the folowing methods will “count” = 0

var ray = camera.ScreenPointToRay(screenPosition);
var count = Physics.RaycastNonAlloc(ray, raycastHits, float.PositiveInfinity, LayerMask);

I’ve checked dependencies, name duplicates, build target, build options, collision boxes, for many many hours.
I’m out of ideas why the Raycast will not hit the prefabs when they are in an AssetBundle but when they are in an Resources folder? Why will will (point 3) work fine on Windows (Editor) and Mac (Editor) but not on iPad or iPhone? The colliders are (normal) Box- or Capsule colliders attached to the main (parent) prefab object.

Thanks forward for your help!

Hi, i found the solution by myself. I’ve deleted all meshed and imported them new, than everything works fine. May be an Update error? I don’t know.