Does not EncodeToPNG operate normally by Unity3.4?

Hi.

It encounters the problem that EncodeToPNG doesn’t operate normally by Unity3.4.
The image breaks or it is not correctly displayed on Android though it vomits in the Android terminal with System.IO.File.WriteAllBytes after the read texture is made a byte with EncodeToPNG.
The image was correctly displayed here when returning to Unity3.3 by way of experiment and having tried.
Will this be a bug in Unity3.4?

public void TapWPButton()
{
	string gRootPath	= "";

	if(Application.platform == RuntimePlatform.Android)
	{
		if(!Directory.Exists( "/mnt/sdcard/Android/data/WallPaper" ) )
		{
			Directory.CreateDirectory( "/mnt/sdcard/Android/data/WallPaper" );
		}
		gRootPath = "/mnt/sdcard/Android/data/WallPaper/";
	}
	else
	{
		if(!Directory.Exists("C:/WallPaper")){
			Directory.CreateDirectory("C:/WallPaper");
		}
		gRootPath = "C:/WallPaper/";
	}

	StartCoroutine( CopyTexture( gRootPath ) );
}

public IEnumerator CopyTexture( string path )
{
	yield return new WaitForEndOfFrame();

	Texture2D Image	= new Texture2D( Tex.width, Tex.height, TextureFormat.RGB24, false );
	Image.SetPixels( Tex.GetPixels() ); // Tex is Read PNG image
	Image.Apply();

	byte[] bytes	= Image.EncodeToPNG();
	Destroy( Image );
	System.IO.File.WriteAllBytes( path + "WallPaper.png", bytes );
}

Please help
Thanks

I’m seeing some oddities with EncodeToPNG as well. Unity 3.3 works fine but 3.4 and 3.4.1 are failing. The images appear to be OK but Facebook and Android don’t seem to like them. I don’t have enough information to say what the issue might be at this time though.

I would like to confirm the issue with EncodeToPNG on Android. It writes the image so the engine can load it back ok, but the PNG format is wrong or something and the device image view apps or the Mac apps can’t view the saved images. (they’re corrupt)