Multiplayer Play Mode: Exception: Scene Hash 567478029 does not exist in the HashToBuildIndex table!

Hey BlitzDayTeam,

we have an asymmetric VR Game for two players and we want to make it multiplayer. However whenever we start the client on the MPPM window we get this exception.
But I can 100% confirm that the scene we are using is in the build settings.

Using unity: 6000.0.5f1 and MPPM 1.2.1 (same error also happend in 1.1.0 )

This code that seems to trigger it is: but it crasehd after 2.1 so it must be: while (!networkManager.IsConnectedClient)

	StartCoroutine(WaitForConnection());
	IEnumerator WaitForConnection()
	{
			Debug.Log("StartClient() + 2.1");
			while (!networkManager.IsConnectedClient)
				yield return null;

			Debug.Log("StartClient() + 2.2");

			ClientStarted?.Invoke(string.Empty);
			Debug.Log("StartClient() + 2.3");

	}

It also happens when the MPPM window is the host and the MainEditor window tryies to join as Client. However the error also appears only in the MPPM window not in the Main Editor.

Then the exception looks like this:

HOSTING Exception:

> Exception: Scene 'Assets/_Multiplayer/Scenes/MultiplayerDemo.unity' couldn't be loaded because it has not been added to the build settings scenes in build list.
> Unity.Netcode.NetworkSceneManager.SceneHashFromNameOrPath (System.String sceneNameOrPath) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs:736)
> Unity.Netcode.NetworkSceneManager.SynchronizeNetworkObjects (System.UInt64 clientId) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs:1822)
> Unity.Netcode.NetworkConnectionManager.HandleConnectionApproval (System.UInt64 ownerClientId, Unity.Netcode.NetworkManager+ConnectionApprovalResponse response) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs:823)
> Unity.Netcode.ConnectionRequestMessage.Handle (Unity.Netcode.NetworkContext& context) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionRequestMessage.cs:156)
> Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:582)
> Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:446)
> UnityEngine.Debug:LogException(Exception)
> Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:450)
> Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:472)
> Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:49)
> Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:192)
> Unity.Netcode.<>c:<CreateLoopSystem>b__0_0() (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:215)

CLIENT JOINING Exception:

> Exception: Scene Hash 567478029 does not exist in the HashToBuildIndex table!  Verify that all scenes requiring server to client synchronization are in the scenes in build list.
> Unity.Netcode.NetworkSceneManager.ScenePathFromHash (System.UInt32 sceneHash) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs:712)
> Unity.Netcode.NetworkSceneManager.SceneNameFromHash (System.UInt32 sceneHash) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs:698)
> Unity.Netcode.NetworkSceneManager.HandleSceneEvent (System.UInt64 clientId, Unity.Netcode.FastBufferReader reader) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs:2312)
> Unity.Netcode.SceneEventMessage.Handle (Unity.Netcode.NetworkContext& context) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/SceneEventMessage.cs:26)
> Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:582)
> Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:446)
> UnityEngine.Debug:LogException(Exception)
> Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:450)
> Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:472)
> Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:49)
> Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:192)
> Unity.Netcode.<>c:<CreateLoopSystem>b__0_0() (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:215)

How can we resolve this? Because of this we had to switch to ParrelSync but we would prefer to use MPPM.