Quick answer: Unity AssetBundle.LoadFromStream returning null on slow external drives? Stream must support Seek and Length; use FileStream or LoadFromMemoryAsync as fallback.

Loading bundles from a USB drive intermittently fails. Same bundles from internal SSD work fine.

Use FileStream with buffer

var fs = new FileStream(path,
  FileMode.Open, FileAccess.Read,
  FileShare.Read, 65536, FileOptions.SequentialScan);
AssetBundle.LoadFromStream(fs);

Larger buffer + sequential hint reduces small-read overhead on slow media.

Or load to memory first

For sub-100MB bundles, File.ReadAllBytesAsync then LoadFromMemoryAsync. Trades memory for reliability.

Validate with checksum

Bundle metadata includes a hash. Verify post-load; corrupt loads are detected before they crash.

“Disk reliability varies. Bundle loaders that assume reliable I/O fail on real devices.”

Player file systems are a wild west. Defensive read paths are not paranoia; they're a release blocker for shipping to consumer hardware.