Texture2D.GetRawTextureData and Asset Bundles

It doesn’t look like GetRawTextureData works if you use it on a texture that was loaded from an asset bundle (on iOS).
It appears to work in the editor, but on device (iOS) the byte array is always 0 in length.
I’m creating the Asset Bundle with the new method. I tag the textures and I have a script that just calls BuildPipeline.BuildAssetBundles with BuildAssetBundleOptions.UncompressedAssetBundle flag, built for iOS.
Any help is appreciated!

bump?

I have same problem…
Could you solve this?

Unfortunately I did not :frowning:
My intention was to save the textures from the asset bundle to disk, so subsequent texture loads would load from disk instead. I ended up just loading from the asset bundle everytime instead.