I've got an Android app I'm building with Unity that logs info on a simple python http server (hosted on a Digital Ocean Droplet). Here's my coroutine for poking the server:
IEnumerator pokeServer()
{
    Debug.Log( "Establishing Server Connectivity..." );
    using( var www = UnityWebRequest.Get( ServerURL ) )
    {
        Debug.Log( "Send Web Request" );
        ServerStatus = ConnectionStatuses.AttemptingToConnect;
        yield return www.SendWebRequest();
        if( www.isNetworkError  ||  www.isHttpError )
        {
            if( www.isNetworkError )
            {
                Debug.Log( "NETWORK ERROR: " + www );
            }
            else
            {
                Debug.Log( "HTTP ERROR: " + www );
            }
            ServerStatus = ConnectionStatuses.Unavailable;
        }
        else
        {
            Debug.Log( "Success!  Server available!" );
            ServerStatus = ConnectionStatuses.Connected;
        }
    }
}
If I run this on the Unity Editor, everything works fine. I can get a response from my server without issue. If I build and run this on an Android, the request is not sent to my server and I get no error message. The last line in the above code that's run is "yield return www.SendWebRequest();"
I've looked at the logcat, and there's no error. My server never gets any requests. However, if I poke "https://www.google.com," I do indeed get a response. This leads me to believe that this is some sort of http vs https issue, but I have no idea where to start. This code has been working for me for a very long time. Any advice would be very welcome!
 
    