title: Instantiating Photon Scene Object from Unity Asset Bundle
body: <p>SUMMARY: I need to use PhotonNetwork.InstantiateSceneObject(string prefab_name) to instantiate an object that is in an AssetBundle.</p>
  
  <p>At run-time I download a Unity asset bundle from the internet that contains a bunch of prefabs. Then i want to use PhotonNetwork.InstantiateSceneObject  to Instantiate some of the prefabs, but this function only accepts a prefab name string, but all the prefabs are inside the asset bundle and only accessible if you first load the object as a prefab, and then instantiate it. You cant Instantiate it as a string name directly like you would if it was in the Resource folder.</p>
  
  <pre><code>AssetBundle ab=AssetBundle.LoadFromFile("c:\assets\bundlename.android");
  var prefab=ab.LoadAsset("networked_monster.prefab");
  
  PhotonNetwork.InstantiateSceneObject("networked_monster.prefab");  &lt;&lt;------ this wont work, cant access asset bundle from Photon
  </code></pre>
  
  <p>Is there a way to unpack all prefabs and other objects in the asset bundle so that it appears as if all of them are located in the resource folder??? Then i will be able to access them like this</p>
  
  <pre><code>PhotonNetwork.InstantiateSceneObject("networked_monster.prefab"); 
  AudioClip audio=Resources.Load("BangZoom") as AudioClip; 
  </code></pre>
  
  <p>Here BangZoom is a wav file that was inside the asset bundle and i need it to appear as if its in the resource folder. </p>
  
  <p>Also "networked_monster.prefab" was in the asset bundle, i need it to appear as if its in the resource folder so i can instantiate it by name.</p>
  
  <p>Also how to I unload and free all these assets when im done with them?</p>