Play Button in Menu does not load my Scene/Level

Hei guys i have this menu, but when i click on play nothing happens.

using UnityEngine;
using System.Collections;

public class Menu : MonoBehaviour 
{
    public GUISkin guiSkin;
    public Texture2D background, LOGO;
    public bool DragWindow = false;
    public string levelToLoadWhenClickedPlay = "1";
    public string[] AboutTextLines = new string[0];


    private string clicked = "", MessageDisplayOnAbout = "About \n ";
    private Rect WindowRect = new Rect((Screen.width / 2) - 100, Screen.height / 2, 200, 200);
    private float volume = 1.0f;

    private void Start()
    {
        for (int x = 0; x < AboutTextLines.Length;x++ )
        {
            MessageDisplayOnAbout += AboutTextLines[x] + " \n ";
        }
        MessageDisplayOnAbout += "Press Esc To Go Back";
    }

    private void OnGUI()
    {
        if (background != null)
            GUI.DrawTexture(new Rect(0,0,Screen.width , Screen.height),background);
        if (LOGO != null  clicked != "about")
            GUI.DrawTexture(new Rect((Screen.width / 2) - 100, 30, 200, 200), LOGO);

        GUI.skin = guiSkin;
        if (clicked == "")
        {
            WindowRect = GUI.Window(0, WindowRect, menuFunc, "Main Menu");
        }
        else if (clicked == "options")
        {
            WindowRect = GUI.Window(1, WindowRect, optionsFunc, "Options");
        }
        else if (clicked == "about")
        {
            GUI.Box(new Rect (0,0,Screen.width,Screen.height), MessageDisplayOnAbout);
        }else if (clicked == "resolution")
        {
            GUILayout.BeginVertical();
            for (int x = 0; x < Screen.resolutions.Length;x++ )
            {
                if (GUILayout.Button(Screen.resolutions[x].width + "X" + Screen.resolutions[x].height))
                {
                    Screen.SetResolution(Screen.resolutions[x].width,Screen.resolutions[x].height,true);
                }
            }
            GUILayout.EndVertical();
            GUILayout.BeginHorizontal();
            if (GUILayout.Button("Back"))
            {
                clicked = "options";
            }
            GUILayout.EndHorizontal();
        }
    }

    private void optionsFunc(int id)
    {
        if (GUILayout.Button("Resolution"))
        {
            clicked = "resolution";
        }
        GUILayout.Box("Volume");
        volume = GUILayout.HorizontalSlider(volume ,0.0f,1.0f);
        AudioListener.volume = volume;
        if (GUILayout.Button("Back"))
        {
            clicked = "";
        }
        if (DragWindow)
            GUI.DragWindow(new Rect (0,0,Screen.width,Screen.height));
    }

    private void menuFunc(int id)
    {
        //buttons 
        if (GUILayout.Button("Play Game"))
        {
            //play game is clicked
            Application.LoadLevel(levelToLoadWhenClickedPlay);
        }
        if (GUILayout.Button("Options"))
        {
            clicked = "options";
        }
        if (GUILayout.Button("About"))
        {
            clicked = "about";
        }
        if (GUILayout.Button("Quit Game"))
        {
            Application.Quit();
        }
        if (DragWindow)
            GUI.DragWindow(new Rect(0, 0, Screen.width, Screen.height));
    }

    private void Update()
    {
        if (clicked == "about"  Input.GetKey (KeyCode.Escape))
            clicked = "";
    }
}

in the build settings i have the Menu Scene (0) and the “rts” Scene (1).
i tried

public string levelToLoadWhenClickedPlay = “1”;
and
public string levelToLoadWhenClickedPlay = “rts”;

but nothing is happening…

is the script attached to a gameobject in the scene? if it is just in the project it does not run.

its attached to the Camera, but i already fixed the probelm:
changed
public string levelToLoadWhenClickedPlay = “1”;
and
Application.LoadLevel(1);

A couple of things to avoid confusion: take a look at the Scripting Reference page for Application.LoadLevel and you’ll see it has two versions, one that takes an integer argument and one that takes a string. The first variation expects the scene number while the second expects the scene name, so that variable levelToLoadWhenClickedPlay should be declared as an int if it’s going to be set to a scene number, string if it’s a scene name.

Also, when you have a public variable and its default value is overridden in the Inspector, changing the default value won’t change the current value. That’s bitten me a few times, so something to watch out for. But since you’re now hardcoding the value passed to Application.LoadLevel, you aren’t suing that variable at all and might as well get rid of it.