Hi, so we have a text-to-speech method that downloads audio from a url. This audio works perfectly fine on the "play mode" of Unity, however, when trying to run the build on the Oculus Go, the audio from the text-to-speech doesn't seem to be playing at all. All the audios except text-to-speech seem to be doing perfectly fine on the Oculus though. Moreover, it doesn't seem to be a network error as proven through the if/else statement in the code. We're not sure if it's an issue based on formatting or just the UnityWebRequest audio handling.
Here's the part of the code that does text-to-speech (C#)