Officially going insane. Please help. Streaming levels CRASH on level change

So I am a doin’ this:

currentLevelAssetBundle = AssetBundle.CreateFromFile(path);
if (currentLevelAssetBundle != null && Application.CanStreamedLevelBeLoaded(level))
{
Application.LoadLevel(level);
}

in order to load a StreamingAssetBundle scene. The scene loads just fine no issues. But ANY LoadLevel calls after that cause it crash. PLEASE HELP. I can’t seem to figure this out.

I am on 4.6.1, also did this in 4.6.

This is where the crash breakpoint goes in Xcode:
0x471178: bl 0x5b81c0 ; AwakeFromLoadQueue::Add(Object&, TypeTree*, bool, AwakeFromLoadMode) at AwakeFromLoadQueue.cpp:83

0x47117c: b 0x471190 ; Unity::GameObject::ActivateAwakeRecursivelyInternal(Unity::smile:eactivateOperation, AwakeFromLoadQueue&) + 428 [inlined] std::vector<std::pair<int, ImmediatePtrUnity::Component >, stl_allocator<std::pair<int, ImmediatePtrUnity::Component >, (MemLabelIdentifier)39, 16> >::size() const at GameObject.cpp:214

Unity::GameObject::ActivateAwakeRecursivelyInternal(Unity::smile:eactivateOperation, AwakeFromLoadQueue&) + 428 at GameObject.cpp:214

It looks to me like it is some deep level system stuff… It does not crash in the editor.

OH MY GOD ITS SOMETHING TO DO WITH BUILD STRIPPING IT DOESN’T CRASH IF I DISABLE BUILD STRIPPING WHAT IN ALL HOLY HELL GOD OF NEON JESUS DO I NEED TO PUT IN THE LINK.XML TO MAKE IT NOT CRASH FUCK I NEED MORE COFFEE

Any help would be appreciated thanks in advance. :slight_smile:

I discovered if I include a ‘Flare Layer’ in the scene that gets put into the actual build it fixes this…

Thanks!