Loading textures into an array after build

I am trying to build an application that lets you change add and remove textures (allowing for a variable amount of images) after building the executables for Mac and Windows.

Here is the code, which works fine when adding images to the Resources folder within Unity:

#pragma strict
var texture : Texture2D;
var textures : Object[];
var i : int = 0;

function Start () {
	textures = Resources.LoadAll("Textures",Texture2D);
	texture = textures*;*

renderer.material.mainTexture = texture;
}

function Update () {

  • if(Input.GetKeyUp(“o”)){*
  •  if(i == textures.Length - 1)*
    
  •  	i = 0;*
    
  •  else*
    
  •  	i ++;*
    

_ texture = textures*;_
_
renderer.material.mainTexture = texture;_
_
}_
_
if(Input.GetKeyUp(“i”)){_
_
if(i == 0)_
_
i = textures.Length - 1;_
_
else*_
* i --;*
_ texture = textures*;
renderer.material.mainTexture = texture;
}
}*
I would like to be able to make this work the same way after the executables have been built. For example, I could use the www class and load something from a folder next to (same path as) the executable. But I don’t know how to do the equivalent with the www class. Specifically, loadAll() and then make an array from that.
Any hints?
Thanks!_

Maybe it’s possible to execute a batch that copy everyhting in the folder you’re talking about into the Resources folder ? No idea if that’s a good idea, just throwing ideas.