diff --git a/Assets/Editor/AssetBundleCreation.cs b/Assets/Editor/AssetBundleCreation.cs
index a832e50d0735a786661451ff77a00305266af89c..8c57b83f7d546b5cdb3a300969eeeaaebb8d589d 100644
--- a/Assets/Editor/AssetBundleCreation.cs
+++ b/Assets/Editor/AssetBundleCreation.cs
@@ -13,26 +13,9 @@ public class AssetBundleCreation
     static void BuildAllAssetBundlesIOS()
     {
         CheckDirectory();
-        BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.iOS);
-    }
-#endif
-
-#if UNITY_EDITOR_WIN
-    [MenuItem("ARF/Build AssetBundles Windows")]
-    static void BuildAllAssetBundlesWindows()
-    {
-        CheckDirectory();
-        BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
-    }
-#endif
-
-
-#if UNITY_ANDROID
-    [MenuItem("ARF/Build AssetBundles Android")]
-    static void BuildAllAssetBundlesAndroid()
-    {
-        CheckDirectory();
-        BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.Android);
+        UnityEditor.XR.ARSubsystems.ARBuildProcessor.PreprocessBuild( BuildTarget.iOS);
+        BuildPipeline.BuildAssetBundles( s_exportPath, BuildAssetBundleOptions.ForceRebuildAssetBundle, BuildTarget.iOS);
+      //  BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.iOS);
     }
 #endif