How do I use AssetBundle.LoadFromMemory?
I'm trying to find a way to create asset bundles at runtime and I'm currently stuck. I've seen posts about setting up a server that runs the editor in batchmode but if I can avoid that I will (I'm aware of build times but that's not a concern at the moment). I ran across AssetBundle.LoadFromMemory and AssetBundle.LoadFromMemoryAsync and they seem to be what I'm looking for but I'm not sure of what I can and cannot use to create the asset bundle.
Does it have to use unity packages like in the example or can I use this to create asset bundles with other files (audio, textures, etc)? Also, where are these asset bundles stored after creation?
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