How can I get the full path of an asset on Android?

I have a Unity project which I am deploying to Android. In addition, I have 6 sets of texture assets, each having a version of a texture for specific screen sizes. The textures are being loaded in to Unity and used in the project as Sprites.

So for example, I have scene(s) with 2D sprites using textures for the default size. When the scene loads, I would like to replace them with the version that corresponds to the device Screen dimensions. My directory structure is something like:

Sprites/600 x 1024/SpritesA/MySprite.

There are also other subdirectories in the size specific folder (SpritesB, SptritesC etc.)

Using the editor, I am able to query the path of the default sprite to get the directory (and sub-directories) that it resides in. For example, using AssetDatabase.GetAssetPath(), I know that MySprite has the path:
Sprites/600 x 1024/SpritesA/.

Using the this string, I can do some manipulation to get the path which corresponds to the desired screen size, e.g. -
Sprites/640 x 960/SpritesA/

However, since I need to deploy to an Android device, I can’t use AssetDatabase, since this is specific to the editor. How can I do this query on Android? The important part is getting /SpritesA/ since I can build the size directory using dimensions, and the file names match up exactly.

Use Resources.Load() rather than trying to figure out absolute paths. The paths you are trying to get don’t exist in a build.