This question was 
             closed Dec 15, 2015 at 12:36 AM by 
             KnightRiderGuy for the following reason: 
             
 
            The question is answered, right answer was accepted
 
               Question by 
               KnightRiderGuy · Dec 15, 2015 at 12:22 AM · 
                c#standalonequitcloseapplication.quit  
              
 
              Stand Alone App Does Not Quit Application
I can't figure out why the stand alone application does not quit ?
 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class ShutdownScreenManager : MonoBehaviour {
 
     int sysHour = System.DateTime.Now.Hour; //gives you the current hour as an integer.
 
     //Random Clips
     public AudioClip[] goodNightVoices;
     public AudioClip[] goodAfternoonVoices;
     public AudioClip[] goodDayVoices;
 
     bool GoodbyeUser = true;
 
     // Use this for initialization
     void Start () {
         StartCoroutine(GreetUser2());
         StartCoroutine(Q3());
     }
 
     // Update is called once per frame
     void Update () {
     
     }
 
     IEnumerator GreetUser2()
     {
         if (GoodbyeUser) GreetUser2();
         //GoodbyeUser = true;
         //Time OF Day Notification
         //Morning Time
         if (sysHour >= 01 && sysHour <= 12) {
             AudioClip randomClip = goodDayVoices [UnityEngine.Random.Range (0, goodDayVoices.Length)];
             //Play that sound.
             GetComponent<AudioSource> ().PlayOneShot (randomClip);
 
         }
         //Noon Time
         if (sysHour >= 12 && sysHour <= 18) {
             AudioClip randomClip = goodAfternoonVoices [UnityEngine.Random.Range (0, goodAfternoonVoices.Length)];
             //Play that sound.
             GetComponent<AudioSource> ().PlayOneShot (randomClip);
 
         } 
         //Night Time
         if (sysHour >= 18 && sysHour <= 24) {
             AudioClip randomClip = goodNightVoices [UnityEngine.Random.Range (0, goodNightVoices.Length)];
             //Play that sound.
             GetComponent<AudioSource> ().PlayOneShot (randomClip);
 
         }
 
         yield return new WaitForSeconds(3.1f); // wait time
     }
 
     IEnumerator Q3()
     {
         yield return new WaitForSeconds(3.1f); // wait time
         Sending.sendPulse5 ();
         Application.Quit();
     }
 }
 
               Comment
              
 
               
               
               Best Answer 
              
 
              Answer by KnightRiderGuy · Dec 15, 2015 at 12:36 AM
I figured out what it was, the Arduino needed to be plugged in in order for the application to quit.
 koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                