Application LoadLevel() not working on Android

Hi guys, nowadays I bought a complete project asset from Asset store.

When I added all scenes to build settings and build on Windows or any platform without Android, everything is working fine. When I test my levels on Unity Editor, Application.LoadLevel() function is working.

But on Android platform, I cant change my level, scene. I need help?

When the player come to the checkpoint which has provide the next scene, level.

And this is the GameManager which is control the next scene, level etc…

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

namespace JellyCube
{
    /// <summary>
    /// This is the Main class of the game
    /// Here you set what happens when all Checkpoints are complete
    /// </summary>
    public class GameManager : MonoBehaviour
    {
        public static GameManager Instance;

        //Next level name to be loaded after the level completion
        public string m_NextLevelName;
		public static int i_nextLevel = 0;

        public Animator m_Animator;

        private Dictionary<string,float> m_AnimationClipsLength =  new Dictionary<string,float>();

        //Array of all scene checkpoints
        private CheckPoint[] m_Checkpoints;

        private bool m_CheckGame = false;

        private CameraController m_CameraController;

        void Awake()
        {
            Instance = this;
        }

        void Start()
        {
            //Get all checkpoints of scene
            m_Checkpoints = GameObject.FindObjectsOfType(typeof(CheckPoint)) as CheckPoint[];

            foreach (AnimationClip clip in m_Animator.runtimeAnimatorController.animationClips)
            {
                m_AnimationClipsLength.Add(clip.name, clip.length);
            }

            m_CameraController = CameraController.Instance;
        }

        public void CheckLevelCompletion()
        {
            //if m_CheckGame variable is enabled, means a check box collider was triggered
            if (m_CheckGame)
            {
                //StartCoroutine(ValidateCheckpointCompletion());

                int activeCheckpointsNumber = 0;

                //Check all checkpoints in scene and verify if the checkpoint was fullfilled with a box
                foreach (CheckPoint cp in m_Checkpoints)
                {
                    //m_Success is true when a Cube Collider has the same Tag name than the field m_CubeTag in the CheckPoint.cs 
                    if (cp.m_Success)
                    {
                        activeCheckpointsNumber++;
                    }
                }

                //If the number of success checkpoints is the same of the checkpoint number, the level is complete
                if (activeCheckpointsNumber == m_Checkpoints.Length)
                {
                    Debug.Log("Level complete!");

                    //Lock controls
                    InputManager.Instance.LockControls();

                    //End of level effect transition
                    StartCoroutine(LevelComplete());
                }

                m_CheckGame = false;

            }
        }

        //Check if all checkpoints are filled
        public void CheckGame()
        {
            m_CheckGame = true;
        }

        public void ReloadLevel()
        {
            StartCoroutine(ReloadLevelRoutine());
        }

        private IEnumerator ReloadLevelRoutine()
        {
            InputManager.Instance.LockControls();
            
            m_Animator.Play("LevelFadeIn");

            //Wait for the current animation time (plus one second) then load the next level
            yield return new WaitForSeconds(m_Animator.GetCurrentAnimatorStateInfo(0).length + 1);

            Application.LoadLevel(Application.loadedLevelName); //şurada zaten yüklü olan bölümü yüklüyor, 
			//yani reload, not alarak gidiyorum ki aynı yere dönmeyelim tekrar
        }

        //Finish Animation Sequence
        IEnumerator LevelComplete()
        {
            m_Animator.Play("LevelComplete");

            if (m_CameraController != null)
            {
                m_CameraController.SetLevelCompleteCamera();
            }

            //Wait for the LevelComplete UI Animation
            yield return new WaitForSeconds(m_AnimationClipsLength["LevelComplete"]);

//            if (m_NextLevelName != "") //şurada yeni bölümü alıyor ancak tanımlamasını bulmalıyız
//            {
//                Application.LoadLevel(m_NextLevelName);
//            }
//            else
//            {
//                Debug.Log("Assign the var 'NextLevelName' of the component 'GameManager.cs' to load a next level.");
//            } 

			if (i_nextLevel != null) 
			{
				i_nextLevel++;
				Application.LoadLevel(i_nextLevel);
				  
			}
			

        }
    }
}

There is a tag bug in the editor when in Android mode that prevent validate the level completion. Basically you will need to add the tags again. You can find the workarounds here: