When using the LoadSceneAsync function in my project it will return the error shown below whenever I build it as debug version, whenever I build to release it works totally fine. I am using Unity 2019.2.1f1, Tiny 0.15.3 (I cant get 0.16 to work :^)) In my code I get all objects that are currently spawned, expect for the camera, active scene and the canvas, which then get destroyed before I call to load the new scene. The scene to spawn is gotten as SceneReference which I saved as an IBufferElementData stored in configurations. Does anyone else seem to have this problem aswell? Can I still use this function since I will build it to release at the end anyway? Or is there a work around?