//This is the callback function we created
    public void ImageLoaded()
    {
        //You can put anything in the callback function. You can either just grab the image, or tell your other scripts the custom image is available

        Debug.Log("The image has succesfully loaded!");
        //image.sprite = AndroidGallery.Instance.GetSprite();

        //if (image.sprite.rect.width != image.sprite.texture.width)
        //{
        //Texture2D newText = new Texture2D((int)image.sprite.rect.width, (int)image.sprite.rect.height);
        //Color[] newColors = image.sprite.texture.GetPixels((int)image.sprite.textureRect.x,
        //                                             (int)image.sprite.textureRect.y,
        //                                             (int)image.sprite.textureRect.width,
        //                                             (int)image.sprite.textureRect.height);
        //newText.SetPixels(newColors);
        //newText.Apply();
        //    return newText;
        //}
        //else
        //    return sprite.texture;

        //Sprite newImage = AndroidGallery.Instance.GetSprite();
        //frame.sprite = Sprite.Create(MyTexture, new Rect(0, 0, MyTexture.width, MyTexture.height), new Vector2(MyTexture.width / 2, MyTexture.height / 2));

        Puzzle.PuzzleImages = new Texture[1];

        //Puzzle.PuzzleImages[0] = AndroidGallery.Instance.GetTexture();
        Puzzle.ResetGame(Puzzle.AddPuzzleImage(AndroidGallery.Instance.GetTexture()));
    }
    private void NativeToolkit_OnImagePicked(Texture2D img, string path)
    {
        imagePath = path;
        //console.text += "\nImage picked at: " + imagePath;

        ST_PuzzleDisplay puzzle = FindObjectOfType <ST_PuzzleDisplay>();

        puzzle.SetImage(img);
        puzzle.ResetGame();

        Destroy(img);
    }