Android Streaming asset path won't open

Hello, I am working on a mobile platformer game, which going to have a lot of levels. So I decided to find a way where I could draw the level, and base on the color of the pixels a certain prefab would spawn in at that spot. So I used quill18’s script, which suited my needs perfectly Unity Tutorial: Fast & Easy Level Editor Technique for Platformers and RPGs! - YouTube
So this works just fine in the Editor, but once I test it on my android phone, the map doesn’t load. So I’m unsure as to why it can’t find the image. I’m placing the images in a StreamingAssets folder as well.

public void LoadMap()
    {
        EmptyMap();
        manager.currentLevel += 1;
        levelFileName = manager.levels[manager.currentLevel].levelString;
        // Read the image data from the file in StreamingAssets
        string filePath = Application.streamingAssetsPath + "\\" + levelFileName;
        byte[] bytes = System.IO.File.ReadAllBytes(filePath);
        Texture2D levelMap = new Texture2D(2, 2);
        levelMap.LoadImage(bytes);

        // Get the raw pixels from the level imagemap
        Color32[] allPixels = levelMap.GetPixels32();
        int width = levelMap.width;
        int height = levelMap.height;

        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < height; y++)
            {

                SpawnTileAt(allPixels[(y * width) + x], x, y);

            }
        }
    }

Any help at all would be greatly appreciated!

Have you checked whether the file is exist in that folder?

Streaming Assets documentation says

For Android:

 path = "jar:file://" + Application.dataPath + "!/assets/";

Can you check with this path?