Everything works fine on iOS. I use the media plugin to ask the user to pick a photo from their library. I then save that image to Environment.SpecialFolder.Personal. I read the raw byte from that file and feed it to CCTexture2D. I then create my CCSprite from the texture. This does not work on Android. Android never returns from the new CCTexture2D(byte) call with no exceptions. It just hangs.
If I give CCTexture2D a simple string, Android correctly finds the image sitting in the Assets/Content folder.
But I want to create a CCSprite out of a picture NOT from the Assets/Content folder.