Why does my code not fetch Data anymore when i use the built

Ive found the following:

Ive made a script that assigns the objects when a button is pressed. Pausemenuui was grabbed successfully, however:

game = FindAnyObjectByType();
sharedData = FindAnyObjectByType();

did not work and are still null according to player.log. They are on the GameManager:

the gamemanager script:


using UnityEngine;
using System.Collections.Generic;
using Steamworks;
using UnityEngine.SceneManagement;
using Mirror;
using UnityEngine.UI;

public class GameManager : MonoBehaviour
{

    public int EggsCollected;


    public Vector3 CurrentCheckpointCoordinates;
    public List<FrogFRMultiplayerScript> Frogs = new List<FrogFRMultiplayerScript>();
    public bool ShowPlayerIcons;

    public GameObject soloplayer;



    private void Start()
    {
        SteamAPI.Init();
        DontDestroyOnLoad(gameObject);
        ShowPlayerIcons = false;
        

    }


  

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.I))
        {
            ShowPlayerIcons = !ShowPlayerIcons;

        }

        ListPlayers();
        
        
        //Remove
        DebugControls();


    }
    public void ListPlayers()
    {
        FrogFRMultiplayerScript[] currentFrogs = GameObject.FindObjectsByType<FrogFRMultiplayerScript>();

        foreach (var frog in currentFrogs)
        {

            if (!Frogs.Contains(frog))
            {
                Frogs.Add(frog);

            }
        }
    }

    public void DebugControls() 
    {
        

        if (Input.GetKeyDown(KeyCode.K)) 
        {
            Debug.Log(Cursor.lockState + " + \n" + Cursor.visible);
        }
      
    }

   
}


And shared data is simply just contains a variable that the soloplayer and the multiplayer player share, once a multiplayer game is started, and the singeplayer is destroyed.

Apparently EVERYTHING fetched with FindAnyObjectByType() in awake() simply does not fetch it.