Loading scene via AssetBundles on android for Oculus

DISCLAIMER: Learning to run before I can walk with Unity! Also, first time here asking a question.

First, I am guessing loading a scene on android is a tad bit different from loading it on android for Oculus.

I have a main scene called scene0 with a few game objects and an environment and some jazz as needed for oculus. Then I have a scene with 1 fbx file called scene1 . I have assigned scene1 to an AssetBundle named scenebundle.

I have a BuildAssets.cs with this line in it

BuildPipeline.BuildAssetBundles ("AssetBundles",BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.Android);

This builds 2 files namely: scenebundle & scenebundle.manifest

Further, I have my build settings to only have scene0 and NOT scene1. For Android. My signature file for my android device is in the respective Plugin folder. Phone is connected, USB debugging on and the works.

On hitting Build & Run, the app builds and does its thing and loads on my phone.

In the middle of all this, I have another script attached to a gameObject in scene 0 that does the following:

*BundleURL = file:///sdcard/AssetBundle/Android/

**BundleName = scenebundle

***Version = 1

       using(WWW www = WWW.LoadFromCacheOrDownload (BundleURL+BundleName, version))
       {
		yield return www;

		AssetBundle bundle = www.assetBundle;
		bundle.LoadAllAssets ();
		SceneManager.LoadSceneAsync (AssetName, LoadSceneMode.Additive);
		bundle.Unload(false);
       }

ISSUE : Cannot see scene1

If I understood this correctly, shouldn’t it switch/add scene at run-time? If so, what am I doing wrong? if not, what do I need to do to trigger the same?

Thanks in advance

did you ever get this fixed?