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();
	}
}

I figured out what it was, the Arduino needed to be plugged in in order for the application to quit.