I solved my own problem by saving the image to a specific location in the android activity:
private static boolean storeImage(Bitmap imageData, String filename) {
//get path to external storage (SD card)
String iconsStoragePath = Environment.getExternalStorageDirectory() + "/gameFiles/myImages/";
File sdIconStorageDir = new File(iconsStoragePath);
//create storage directories, if they don't exist
sdIconStorageDir.mkdirs();
try {
String filePath = sdIconStorageDir.toString() + "/" + filename;
FileOutputStream fileOutputStream = new FileOutputStream(filePath);
BufferedOutputStream bos = new BufferedOutputStream(fileOutputStream);
imageData.compress(CompressFormat.PNG, 100, bos);
bos.flush();
bos.close();
} catch (FileNotFoundException e) {
Log.w("TAG", "Error saving image file: " + e.getMessage());
return false;
} catch (IOException e) {
Log.w("TAG", "Error saving image file: " + e.getMessage());
return false;
}
return true;
}
And then I used this image to create a sprite in unity by referencing the location I had saved the file in the android activity:
IEnumerator Start()
{
string path = "file:///mnt//sdcard//gameFiles//myImages//img.png";
WWW www = new WWW(path);
yield return www;
SpriteRenderer renderer = gameObject.GetComponent<SpriteRenderer>();
Sprite sprite = new Sprite();
sprite = Sprite.Create(www.texture, new Rect(-0.7f, -0.7f, 330, 440), new Vector2(0.5f, 0.5f), 150.0f);
renderer.sprite = sprite;
Time.timeScale = 0;
}