Coroutine working in the Unity Editor, but not when built and deployed to the Oculus Go

I have a coroutine that just triggers off a VFX and SFX on load:

	IEnumerator onInitLoad(){
		yield return new WaitForSeconds (2);
		foreach (AudioSource a in startAudio) {
			a.Play ();
		}
		foreach (ParticleSystem p in StartParticles) {
			p.Play ();
		}
	}

This is triggered in the start method using StartCoroutine(onInitLoad()), this works perfectly and as expected in the Editor and Play mode., but not when built and deployed. Any ideas why?

Fixed, other code was tripping up and erroring before it ran.