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Why am I getting conflicting answers about using UnityEditor

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So basically this is how it goes:> GetActiveScene is under> UnityEngine.SceneManagement, so write> on top:>> using UnityEngine.SceneManagement;>> or like this:>> SceneManagement.SceneManager.GetActiveScene().name While the other says this: > The UnityEditor namespace is not> available in builds.>> The easy solution is to put the script> in a folder named Editor. Anything> inside of folders named Editor is not> included in builds. Since the entire> script can be excluded you should do> this. Now can anyone please explain to me how the blazes I am supposed to use the change scene command and the query what the fudge scene is open command without being able to use it IN A BUILD! Sorry if I seem upset but my whole fudging game is now f@#$#@ up because Unity decided to mess with the commands.

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