Why isn't SceneManager.SetActiveScene allowing me to set the scene with it's index number?

Today I started working on a script for dynamic loading and instantly hit a wall with SceneManager. Having little to no experience with loading scenes in unity, I’ve read up on what I could with the Scripting API and manual but can’t figure out why I can’t set a scene as active at all.

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

public class worldLoader : MonoBehaviour

    void Start () {

        Scene CurrentScene = SceneManager.GetActiveScene();

        if (CurrentScene.name != "MasterScene")   



During initialization, the script checks the name of the current scene and compares it to the name I gave it, and in the if statement I run into the problem where SceneManager.SetActiveScene won’t recognize 0 as the build index of a scene and I’m not sure what the problem is after searching for other examples.


if (CurrentScene.name != “MasterScene”)

I ended up with this after searching with different terms.