save the screenshot taken in game into android device's memory

Please I need help with this i have been able to take a screenshot i just need to save it into a folder of the android device(gallery documents…anyone).I have researched this but can’t seem to find a working solution.Would really appreciate any help i can get with this.
My current code is pasted below

import System.IO;
var explosion:GameObject[];
var dec:GUITexture;
var levelToLoad:String;
// increment our filename
private var count:int = 0;

/**
* Test key
*/
function Update()
{
	
}



 //Take the screen buffer and spit out a JPG

function ScreenshotEncode()
{
	// wait for graphics to render
	yield WaitForEndOfFrame();
	
	// create a texture to pass to encoding
	var texture:Texture2D = new Texture2D (Screen.width, Screen.height, TextureFormat.RGB24, false);
	
	// put buffer into texture
	texture.ReadPixels(Rect(0.0, 0.0, Screen.width, Screen.height), 0.0, 0.0);
	texture.Apply();

	// split the process up--ReadPixels() and the GetPixels() call inside of the encoder are both pretty heavy
	yield;
	
	// create our encoder for this texture
	var encoder:JPGEncoder = new JPGEncoder(texture, 75.0);
	
	// encoder is threaded; wait for it to finish
	while(!encoder.isDone)
		yield;
	
	// save our test image (could also upload to WWW)
	File.WriteAllBytes(Application.persistentDataPath + "/../MyTree-" + count + ".jpg", encoder.GetBytes());
	yield WaitForSeconds(1);
	//play sound here
	//System.Diagnostics.Process.Start("mspaint.exe","MyTree-" + count + ".jpg");
	count++;
guiTexture.enabled=true;
dec.guiTexture.enabled=true;;
Application.LoadLevel(levelToLoad);	
}
function OnMouseDown(){
Destroy(GameObject.FindWithTag("chickens"));
Destroy(GameObject.FindWithTag("pal"));
guiTexture.enabled=false;
dec.guiTexture.enabled=false;
Instantiate(explosion[Random.Range(0,explosion.Length)]);;
yield WaitForSeconds(2);
ScreenshotEncode();
		}

See the example from this link, This exactly does what you want.

It captures screen shot and saves in a location.

http://docs.unity3d.com/Documentation/ScriptReference/Texture2D.EncodeToPNG.html

Instead of uploading link the above link save the file to datapath or persistent datapath.

// For testing purposes, also write to a file in the project folder
// File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);

these lines would be commented in the example, replace with your required path strings.