Oculus go not lighting sprites like viewport shows

I went through a lot of trouble creating a sprite sheet with some animations. I packed it up nicely and have a diffuse and normal map. I followed some instruction I found that says I needed to use defaultLitSprite material so that it would have a normal map slot. I set this up and I can see clearly in both the main viewport and in the flipbook viewport that the sprite has a normal map. When I hold “L” I can rotate a light around in the flipbook viewport and I can see the normals lighting correctly. However, when I launch to the go the model is flat and the normal are not responding. It is very clear that only the diffuse map is showing. What is going on?

I THINK that dynamic lighting doesnt work on oculus go. I might be wrong about that though