Need help on C# + Unity3d + Android (Occulus go)

Desperately need some pointers on this code, in editor / on pc it is fine and works 100%
on device (oculus go) it basically ceases to work when it tries to access t.result.

This is using the latest develop build.


public class BasicTest : MonoBehaviour
{
    private ParseClient client;
    public string txt;
    public TMPro.TextMeshProUGUI output;
    List<Cue> cues = new List<Cue>();

    // Start is called before the first frame update
    void Start()
    {

        #region Setup Client

        client = new ParseClient(new ServerConnectionData
        {
            ApplicationID = "APPLICATIONID",//Real ones actually used
            ServerURI = "https://parseapi.back4app.com/",
            Key = "DOTNETKEY", //Real ones actually used
            MasterKey = "MASTERKEY",//Real ones actually used
            Headers = new Dictionary<string, string>
            {
                ["X-Extra-Header"] = "Some Value"
            }
        },
     new LateInitializedMutableServiceHub { },
     new MetadataMutator
     {
         EnvironmentData = new EnvironmentData { OSVersion = SystemInfo.operatingSystem, Platform = $"Unity {Application.unityVersion} on {SystemInfo.operatingSystemFamily}", TimeZone = TimeZoneInfo.Local.StandardName },
         HostManifestData = new HostManifestData { Name = Application.productName, Identifier = Application.productName, ShortVersion = Application.version, Version = Application.version }
     },
     new AbsoluteCacheLocationMutator
     {
         CustomAbsoluteCacheFilePath = $"{Application.persistentDataPath.Replace('/', Path.DirectorySeparatorChar)}{Path.DirectorySeparatorChar}Parse.cache"
     }
     );
        client.Publicize();
        Debug.Log("Client Created");
        // client.SignUpAsync(username: "Lectio", password: "GeneralUser");
        #endregion
        ParseQuery<ParseObject> query =
             client.GetQuery("Lectio");
        Debug.Log("Query Created");


         query.FindAsync().ContinueWith(t =>
        {
            Debug.Log("S1");
            txt += "QueryRunning\n";
            Debug.Log("S2");
            if (!t.IsFaulted)
            {
                Debug.Log("S3");
                txt += "QueryRunning2\n";

                // txt += $"{t.Result.Count()} records rcd\n";
                //for (int i = 0; i < t.Result.Count(); i++)
                foreach (var v in t.Result)
                {
                    Debug.Log("S4");
                   
                }
                Debug.Log("S12");
            }
            Debug.Log("S13");
        });
        Debug.Log("S14");
    }

    // Update is called once per frame
    void Update()
    {
        output.text = txt;

    }
}

Do you have the exception stack?