WWW Class does not work on IOS (But it works in the editor)

I’m trying to download an Asset Bundle through a link online, in the Unity Editor it works perfectly, it’ll download the bundle and put it into the scene, although when I build the project and put it onto my iPhone, it’ll download the model but it doesn’t instantiate it.

IEnumerator down() {
		
		print ("Start Download");

		//Download from URL
		var www = WWW.LoadFromCacheOrDownload(BundleURL,4);

		//While the bundle is downloading...
		while (!www.isDone) {

			//Show percentage of download complete
			tex = ((Mathf.Round(www.progress*100)).ToString())+"%";
			if(tex == "0%") {
				tex = "Loading...";
			}
			text.GetComponent<Text>().text = tex;
			text2.GetComponent<Text>().text = tex;
			text3.GetComponent<Text>().text = tex;
			text4.GetComponent<Text>().text = tex;
			text5.GetComponent<Text>().text = tex;
			yield return 0;
		}

		//If Download failed, produce error
			if (www.error != null)
				throw new Exception ("WWW download had an error:" + www.error);
		
		//Else if download successful, Instantiate it.
			AssetBundle bundle = www.assetBundle;
			if (AssetName == "")
				tank = Instantiate (bundle.mainAsset) as GameObject;
			else
				tank = Instantiate (bundle.LoadAsset (AssetName)) as GameObject;

			bundle.Unload(false);

		//Interact with other GameObjects and tank's transform.
			newobj.GetComponent<ContentManager> ().AugmentationObject = tank;
		tank.transform.parent = obj.transform;
		tank.transform.localScale = new Vector3 (1, 1, 1);

			print ("Finished!!");

		//Run TextFinished Code
		StartCoroutine(	TextFinished ());
	}

This is the code I’m using, on mobile the download percentage will hit 100% and nothing else will happen. Then if I try to download it a second time it’ll be stuck on 0% almost like it’s trying to grab it from the cache.

For extra information, I’m using Vuforia’s Cloud Recognition to download an asset based on the image it’s viewing.

The reason it didn’t load is not because of the code, but the Asset Bundle itself, I built Windows/Mac versions of the Asset Bundles and not the IOS versions, I needed to build IOS versions of the Asset Bundles to make it instantiate on the IOS device.