/*private IEnumerator TakeScreenshotAndSave()
     * {
     *  yield return new WaitForEndOfFrame();
     *
     *  Texture2D ss = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
     *  ss.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
     *  ss.Apply();
     *
     *  // Save the screenshot to Gallery/Photos
     *  Debug.Log("Permission result: " + NativeGallery.SaveImageToGallery(ss, "GalleryTest", "My img {0}.png"));
     *
     *  // To avoid memory leaks
     *  Destroy(ss);
     * }*/
    private void Load100Images(int maxSize)
    {
        ag = AndroidGallery.GetInstance("VRActor1");
        GameObject[] quads = GameObject.FindGameObjectsWithTag("Frame");
        Debug.Log("Load Frame Tages" + quads[0]);
        Debug.Log("Selected Quad : " + quads[0].transform.Find("Quad"));
        string[] imgs = ag.GetRecent100();
        int      i    = 0;

        foreach (GameObject q in quads)
        {
            if (imgs[i] != null)
            {
                // Create Texture from selected image
                Texture2D texture = NativeGallery.LoadImageAtPath(imgs[i], maxSize);
                if (texture == null)
                {
                    Debug.Log("Couldn't load texture from " + imgs[i]);
                    return;
                }
                GameObject quad     = q;
                Material   material = quad.transform.Find("Quad").GetComponent <Renderer>().material;
                if (!material.shader.isSupported) // happens when Standard shader is not included in the build
                {
                    material.shader = Shader.Find("Legacy Shaders/Diffuse");
                }

                material.mainTexture = texture;

                // If a procedural texture is not destroyed manually,
                // it will only be freed after a scene change
                //Destroy(texture, 5f);
                i++;
            }
        }
    }