possible to load file from HDD in unity while playling?

first ,Hi and pardon me for bad English writing!

i want to browse a picture form my hard disk and use it (e.g for texture of an object) when my game is running, then save it in assets. can anyone help me ?

I can’t really explain this right now but I hope it helps. I made this to read a configuration file at runtime and use the variables in the file to setup the game.

I use this so that the user can setup the environment as they need. I make serious game environments.

using UnityEngine;
using System;
using System.IO;
using System.Collections;
using System.Text.RegularExpressions;

public class EnvironmentSetup : MonoBehaviour {
	
	private string documentsPath = Application.dataPath +"/Documents/Configurations/";
	private string fileText; 
	private string[] dataLines;        
	private string[][] dataPairs;
	
	//currently the Environment Setup is hardcoded
	//TODO: make this dynamic and selectable?
	private string evSetup = "envSetup.txt"; 
	
	private string dataPairName;
	private string dataPairValue;
	
	private GameObject goButtonDissableAvatar;
	
	void Start()
	{
		SetupWorld();
	}
	
	void Update()
	{
		
	}
	
	public void SetupWorld()
	{
		fileText = File.ReadAllText(documentsPath+evSetup); 
		dataLines = fileText.Split('\n');        
		dataPairs = new string[dataLines.Length][];
		
			char[] del = new char[]
				{
					':',
					','
				};
				
		int lineNum = 0;
		foreach (string line in dataLines)        
		{ 
			dataPairs[lineNum++] = line.Split(del); 
		}
		
		for (int i = 0; i < dataPairs.Length; i++)
		{
			string[] innerArray = dataPairs[i];
			dataPairName = "";
			dataPairValue = "";
			
			for (int j = 0; j < innerArray.Length; j++)
			{
				if (j == 0)
				{
					dataPairName = innerArray[j];
				}
				else if (j == 1)
				{
					dataPairValue = innerArray[j];
				}
			}
			
			if (dataPairName != "")
			{
				if (GameObject.Find(dataPairName).GetComponent<Valve>())
				{			
					GameObject.Find(dataPairName).GetComponent<Valve>().SetSelected(Convert.ToBoolean(dataPairValue));
				}
			}
		}
	}	
}