Quick answer: Add the scene to Build Settings and enable its checkbox, reference it by the right name or index, and rebuild.
A scene loads fine in the editor but the build throws a scene-not-found error because it was never included in the build. Adding it to Build Settings fixes it.
How to fix it
1. Add the scene to Build Settings
Open File > Build Settings and drag the scene into Scenes In Build with its checkbox enabled. Only enabled scenes here are compiled into the build; the editor can load any scene regardless.
2. Reference it correctly
Load by the exact scene name (no path or extension) or by its build index. A name that does not match an included scene throws the runtime not-found error.
3. Check additive load paths
If you load scenes additively or via Addressables, confirm they are either in Build Settings or marked Addressable, since an unlisted scene loaded by either path will not exist in the build.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.