Why does the UI Raw Movie Texture Not Play In Standalone Build

Pretty much what the title says, I switched up my 3D spinning logo to a short looping movie clip on a UI Raw image with a Movie clip on it, but in the stand alone build it is not showing up at all??
Could it be a project setting thing? & If so how would I change that as I have looked and nothing there really jumps out at me as a possible issue?
If so can someone please point out to me how to set that correctly.

This is how I’m using the movie texture on a Raw image that is a child of the canvas.

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class LogoMovie : MonoBehaviour {

	public MovieTexture movTexture;
	public RawImage myLogoMovie;
	public AudioClip KittID;
	public AudioClip LogoOutFX;
	float volume = 0.3f; //Clip Volume Setting

	void Start() {
		GetComponent<RawImage>().texture = movTexture as MovieTexture;
		movTexture.Play();
		movTexture.loop = true;

		StartCoroutine(Fade("MainScreen"));
	}

	IEnumerator Fade(string level02)
	{
		yield return new WaitForSeconds(12.0f); // wait time
		GetComponent<AudioSource>().PlayOneShot(KittID);

		yield return new WaitForSeconds(9.0f);
		myLogoMovie.CrossFadeAlpha (0, 1.0f, false);  
		GetComponent<AudioSource> ().PlayOneShot (LogoOutFX, volume);
		yield return new WaitForSeconds(0.9f);

		Application.LoadLevel(level02);
	}
}

You know i’m gonna just kill someone lol You know what it turned out to be? of all the stupid… Grr…
I had it set on Universal and I changed it to x86 and now the logo is showing up… And none though to mentions that!! What the heck is the x86 anyways??
![Build Settings Screen Grab] [1]