I'm experimenting with networking with the Oculus Quest, but it appears to not work. I have a simple StreamPeerTCP example that connects to my remote hosted server just fine when I run it from my desktop, but that doesn't even connect when run from the Quest.
Does Godot networking not function from the Quest? I'm using an earlier Godot 3.2 Alpha build (24e1039eb), in case that matters. This is the code I'm using:
func connectToServer():
m_server = StreamPeerTCP.new()
m_server.set_no_delay(true)
m_server.set_big_endian(false)
m_server.connect_to_host("[my_server]",50000)