Scene not loading in build

OK This is beyond stupid… this was all working just fine… I NEVER CHANGED ANYTHING!!
This is just something new that decided to happen out of the blue!!
It’s set to load scene 2 although that’s wrong it should be scene 3, but yet in the editor it does load the correct scene WTF?? right??

I do a standalone build and it does not load the next scene. You can see by my attachment how I have my scenes set up… has anyone had this happen before…??
Like I say I never changed anything this just suddenly decided to start happening!!

![using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class LogoMovie : MonoBehaviour {

	public MovieTexture movTexture;
	public RawImage myLogoMovie;
	public AudioClip KittID;
	public AudioClip LogoOutFX;
	float volume = 0.3f; //Clip Volume Setting
    public Text inputFieldPilotName;

	private int devSt12; //K.I.T.T. Main Intro Screen Toggle On / Off

	//public bool KITTID_On_Off = false; //Toggle for KITT to play ID on or off bool set to true by default.
	                                  //Setable by Player Prefs from ConFig Screen
	public string mainIntroScrnTime;   //Set time for duration of main intro screen to remain before transition to main screen.
	                                  //Setable by Player Prefs from ConFig Screen

    void Start() {
		GetComponent<RawImage>().texture = movTexture as MovieTexture;
		movTexture.Play();
		movTexture.loop = true;

        inputFieldPilotName = GameObject.Find("TextPilotName").GetComponent<Text>();
        inputFieldPilotName.text = PlayerPrefs.GetString("PilotName");

		devSt12 = PlayerPrefs.GetInt ("toggleKITTintro"); //Determins if Intro will play based on setting in Con Fig Screen.

		mainIntroScrnTime = PlayerPrefs.GetString ("loadScreenTime"); //Wait Time As Set By Con Fig Screen.

        StartCoroutine(Fade("MainScreen"));
	}

	IEnumerator Fade(string level02)
	{
		if (devSt12 == 1) {
			yield return new WaitForSeconds  (float.Parse(mainIntroScrnTime));
			Debug.Log ("I Am Waiting For Player Pref Time");
			GetComponent<AudioSource> ().PlayOneShot (KittID);
			Debug.Log ("I Will Play KITT Intro Because I am Set to True");
			//Load Main After Time
			yield return new WaitForSeconds (9.0f);
			myLogoMovie.CrossFadeAlpha (0, 1.0f, false);  
			GetComponent<AudioSource> ().PlayOneShot (LogoOutFX, volume);
			yield return new WaitForSeconds (0.9f);

			SceneManager.LoadSceneAsync (level02);
		} else {

            if (mainIntroScrnTime != null && mainIntroScrnTime != "")
            {
                yield return new WaitForSeconds(float.Parse(mainIntroScrnTime));
                Debug.Log("I Am Waiting For Player Pref Time");
                myLogoMovie.CrossFadeAlpha(0, 1.0f, false);
                GetComponent<AudioSource>().PlayOneShot(LogoOutFX, volume);
                yield return new WaitForSeconds(0.9f);
            }
            else {
                yield return new WaitForSeconds(3.0f); // DEFAULT WAIT TIME
            }

            SceneManager.LoadSceneAsync(level02);
        }
	}
}][1]

@pako
@pako I have not tested it out side of the editor yet in a build but I think this might by pass it not having any preset values… I think it’s kind of a catch 22 going on, the player can’t set vales if they can’t get in so it needs to bypass on the very first start up.

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class LogoMovie : MonoBehaviour {

	public MovieTexture movTexture;
	public RawImage myLogoMovie;
	public AudioClip KittID;
	public AudioClip LogoOutFX;
	float volume = 0.3f; //Clip Volume Setting
    public Text inputFieldPilotName;

	private int devSt12; //K.I.T.T. Main Intro Screen Toggle On / Off

	//public bool KITTID_On_Off = false; //Toggle for KITT to play ID on or off bool set to true by default.
	                                  //Setable by Player Prefs from ConFig Screen
	public string mainIntroScrnTime;   //Set time for duration of main intro screen to remain before transition to main screen.
	                                  //Setable by Player Prefs from ConFig Screen

    void Start() {
		GetComponent<RawImage>().texture = movTexture as MovieTexture;
		movTexture.Play();
		movTexture.loop = true;

        inputFieldPilotName = GameObject.Find("TextPilotName").GetComponent<Text>();
        inputFieldPilotName.text = PlayerPrefs.GetString("PilotName");

		devSt12 = PlayerPrefs.GetInt ("toggleKITTintro"); //Determins if Intro will play based on setting in Con Fig Screen.

		mainIntroScrnTime = PlayerPrefs.GetString ("loadScreenTime"); //Wait Time As Set By Con Fig Screen.

        StartCoroutine(Fade("MainScreen"));
	}

	IEnumerator Fade(string level03)
	{
		if (devSt12 == 1) {
			yield return new WaitForSeconds  (float.Parse(mainIntroScrnTime));
			Debug.Log ("I Am Waiting For Player Pref Time");
			GetComponent<AudioSource> ().PlayOneShot (KittID);
			Debug.Log ("I Will Play KITT Intro Because I am Set to True");
			//Load Main After Time
			yield return new WaitForSeconds (9.0f);
			myLogoMovie.CrossFadeAlpha (0, 1.0f, false);  
			GetComponent<AudioSource> ().PlayOneShot (LogoOutFX, volume);
			yield return new WaitForSeconds (0.9f);

			SceneManager.LoadSceneAsync (level03);
		} 
		if (devSt12 == 0) {

            if (mainIntroScrnTime != null && mainIntroScrnTime != "")
            {
                yield return new WaitForSeconds(float.Parse(mainIntroScrnTime));
                Debug.Log("There Was No Player Pref Time Set");
                myLogoMovie.CrossFadeAlpha(0, 1.0f, false);
                GetComponent<AudioSource>().PlayOneShot(LogoOutFX, volume);
                yield return new WaitForSeconds(3.0f);
				SceneManager.LoadSceneAsync(level03);
            }
            
        }
		else {
			Debug.Log ("I Could Find No Values To Work With");
			yield return new WaitForSeconds(3.0f); // DEFAULT WAIT TIME
			SceneManager.LoadSceneAsync(level03);
		}
	}
}