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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

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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();
     }
 }
 
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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.

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