My code strangely isn't loading the user images from local hard drive to the gameObject called "planeLogo". The file with the function ImageUploaderCaptureClick() is called ImageUploader1.jslib and resides in the plugins/WebGl folder.
Here's the script
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
public class LoadImage : MonoBehaviour
{
    [DllImport("__Internal")]
    private static extern void ImageUploaderCaptureClick();
    private Texture2D displayedTexture;
    IEnumerator LoadTexture(string url)
    {
        WWW image = new WWW(url);
        yield return image;
        image.LoadImageIntoTexture(displayedTexture);
    }
    void FileSelected(string url)
    {
        StartCoroutine(LoadTexture(url));
    }
    public void OnButtonPointerDown()
    {
#if UNITY_EDITOR
        string path = UnityEditor.EditorUtility.OpenFilePanel("Open image", "", "jpg,png,bmp");
        if (!System.String.IsNullOrEmpty(path))
            FileSelected("file:///" + path);
#else
        ImageUploaderCaptureClick ();
#endif
    }
    void Start()
    {
        displayedTexture = new Texture2D(1, 1);
        GameObject.Find("PlaneLogo").GetComponent<MeshRenderer>().material.mainTexture = displayedTexture;
        GameObject.Find("PlaneLogo").GetComponent<Renderer>().enabled = true;
    }
}
And here's how I deal with the events.
I've tried everything I know and the project keeps working inside Unity but does not when it's compiled as html(webgl).

 
     
     
     
    