I have a manager code that loads a resource at the runtime using Resources.Load, and that resource is a prefab (in the Resources folder); it is basically an empty game object with a script that has a few public vars of type AudioClip.
When I call this manager code at the start of my level, the resource is loaded and everything works fine (the sound clips are being played).
When my level is complete, I Destroy() the object (that is loaded at the start) and call UnloadUnusedAssets.
But when I start the level again, and call the same manager code, Resources.Load returns null (even though I am loading the same resource that worked fine the first time).
Also this does not happen in the editor, just on the iPad.