How to load 32bit image at runtime into texture ?

Hello, I’m trying to create an app for VR (Pico G2 4K headset) and I need to load textures at runtime from a folder inside the headset (so that they can be changed without touching the app) and then set them onto a plane.

Now the thing is I can load and set as textures images that are 24 bit images, but 32 bit images I can’t find a way to load them, they never appear and I can’t figure out why or how to solve it. I’ve tried setting the format in the code to both ARGB32 and RGBA32
I’ve found that it’s not a matter of setting the texture into the material but rather that the image doesn’t load at all, the result of the function LoadImage(byteArray) is false, I can’t understand what’s happening.

Is it impossible to load 32 bit images at runtime by any chance?

Here is my code:

TempTex = new Texture2D(512, 512, TextureFormat.RGBA32, false);
byte[] byteArray = System.IO.File.ReadAllBytes(StoredPath);
TempTex.LoadImage(byteArray);
TempTex.Apply();
transform.GetComponent<Renderer>().material.mainTexture = TempTex;

At the end it was an error with converting the file to png when downloading it from internet (it just happened to be only with 32 by coincidence) But the code above works fine for loading images on runtime from anywhere in the disk.

Sorry for the inconvenience.