LoadScene will only work from first scene

I am using SceneManager trying to move to the next scene. I am pretty new to Unity so I have taken the roll ball tutorial and added some scenes to it. Now I want to be able to add a new collision that will move to the next scene after all the objects are picked up. I added a new game object and tagged it “Goal”.

I added at top:
using UnityEngine.SceneManagement;

I added two new variables to track when to move to the next level (I know it is not efficient, but I have tried many variations – this is just the last)

private bool moveOn;
private bool moveOnNow;

So now the start function looks like this:

void Start()
rb = GetComponent();
winText.text = “”;
moveOn = false;
moveOnNow = false;

Fixed Update function looks like:

void FixedUpdate()
Scene loadedLevel = SceneManager.GetActiveScene();

	int nextSceneIndex = SceneManager.GetActiveScene().buildIndex + 1;

    float moveHorizontal = Input.GetAxis("Horizontal");
    float moveVertical = Input.GetAxis("Vertical");

    Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

	if (moveOnNow == true) {

		SceneManager.LoadScene ("myRoll0"+nextSceneIndex);

	Debug.Log(nextSceneIndex);  (This does show the correct scene to move to)

void OnTriggerEnter(Collider other)
if (other.gameObject.CompareTag(“Pick Up”))
count = count + 1;

The second variable becomes true when the play contacts the goal

	if (other.gameObject.CompareTag("Goal"))
		if (moveOn == true) {

			moveOnNow = true;

The first variable becomes true when all objects are collected:

void SetCountText()
    countText.text = "Count: " + count.ToString();
    if (count >= 7)
        winText.text = "Use the portal";
		moveOn = true;


As I say, not the most efficient way to get it done, but I don’t get better results other ways. It will work in the first level, but not in any of the others. I must be missing something – but I can’t find what.

Can anyone help?

Good day.

Did you add the scenes in the build settings?

You need to add all scenes that can be loaded! In editor and in build files!