Scene freezes after loaded

I recently downloaded two unity projects from GitHub (,
I would like to add these games as minigames inside my own project that I already have done.
So I copied both of their Assets folders into my game, and then I tried their main scenes and they worked fine. Then I added these scenes to my build settings, and I tried to open them programmatically from my old game. The minigame scene loads fine but after 1 second (maybe less) it freezes and gets unresponsive. However, the editor (unity) still works fine so I guess there is no infinite loop going on. I have already verified that the github projects are actually Android Build as my own.
Is there an special way to import someone else’s projects into your own? In here I leave some pictures of my projects Assets folder and where I manually copied the github projects, as well as the build settings with the scenes number.135505-error2.jpg Also a screen record video of my problem ERROR IN UNITY SCENES FREEZES - YouTube.

![alt text][2]Here are my two functions where I load the scenes.

public void ShowMiniGameMatch3()
        Debug.Log("Showing MINIGAME Match3");

    public void ShowMiniGameCrossTheStreet()
        Debug.Log("Showing MINIJUEGO CrossTheStreet");

This is part of the log file generated by the editor.

Asset Import (Scripting) time: 0.000000s (count: 0)
Post Processs Assets (Scripting) time: 0.000000s
Asset Rehashing: 0.000000s [0 B, 0.000000 mb/s]
Asset Import (Non Scripting) time: 0.000000s (count: 0)
Post Process Assets (Non Scripting) time: 0.000000s
Dependent Assets to Import Queue time: 0.000000s

[remote] error: Init socket failed Mostrando MINIJUEGO Match3 UnityEngine.DebugLogHandler:Internal_Log() UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameManager_MiniGames:ShowMiniGameMatch3() (at Assets\Scripts\GameManager_Principal\GameManager_MiniGames.cs:37) UnityEngine.Events.InvokableCall:Invoke() (at C:\buildslave\unity\build\Runtime\Export\UnityEvent.cs:166) UnityEngine.Events.UnityEvent:Invoke() (at C:\buildslave\unity\build\Runtime\Export\UnityEvent_0.cs:58) UnityEngine.UI.Button:Press() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\UI\Core\Button.cs:66) UnityEngine.UI.Button:OnPointerClick(PointerEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\UI\Core\Button.cs:108) UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:50) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:261) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:613) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:510) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:490) UnityEngine.EventSystems.StandaloneInputModule:Process() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:254) UnityEngine.EventSystems.EventSystem:Update() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\EventSystem.cs:377) (Filename: Assets/Scripts/GameManager_Principal/GameManager_MiniGames.cs Line: 37)

LightmapEditorSettings: switching bake backend from 1 to 0. Unloading 79 Unused Serialized files (Serialized files now loaded: 0) UnloadTime:
5.412600 ms System memory in use before: 91.1 MB. System memory in use after: 90.1 MB.

Unloading 365 unused Assets to reduce memory usage. Loaded Objects now:
2836. Total: 10.534400 ms (FindLiveObjects: 0.606800 ms CreateObjectMapping: 0.099600 ms MarkObjects: 9.395800 ms  DeleteObjects: 0.431100 ms)

So for some weird stuff going on, Time scale was set to 0, what you should do to solve the problem in a quick way is set it back to 1 using Time.timeScale = 1 statement. However I should warn you all that this is just a work around as this cannot be the real solution. If somebody knows why in hell this is happening please let me know in this post. Special thanks to @xxmariofer for pointing me in the right direction and to @RobAnthem for confirming what I lately discovered. Here is a similar post: Animator State Freezing (Blue bar / progress bar not moving) - Questions & Answers - Unity Discussions