SceneManager.LoadScene/LoadSceneAsync loads empty scene (WebGL) Unity 5.6 - unity3d

After update 5.6.1f my WebGL build can't load scene correctly.
Develop build and DebugSumbols activated - same result. No errors, no warnings.
Always was load empty scene, but with NotDestroyOnLoad objects after prevois scene.
Same problem, but no answer.
https://forum.unity3d.com/threads/black-screen-when-changing-scene-in-webgl-using-unity-5-6.473367/

When creating the build for Android we used the option "Split Application Binary" at the Player settings. Of course this setting is stored in the project. It just happens to be the setting that makes scene switching in WebGL impossible! After some hard work in stripping down our project it occurs that this is the only setting that causes the bug. I really don't know why an Android setting ends up having a major impact on a WebGL build. Something Unity should investigate!
(using Unity 5.6.1f1)
https://forum.unity3d.com/threads/black-screen-when-changing-scene-in-webgl-using-unity-5-6.473367/

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windows 10.
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among the issues this causes
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https://www.youtube.com/watch?v=qiJpjnzW-mw&t=1s
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https://www.dropbox.com/s/chbhpvz5u5fv9b2/oculus%20state.PNG?dl=0
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https://www.dropbox.com/s/ejof63acjlb491z/oculus%20prefabs.PNG?dl=0
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I tried different unity versions.
I tried to factory reset the device.
I tested beat sable to be certain that on other apps the controllers work just fine.
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I had same issue but resolved by following steps.
In Unity menu, Click: Oculus > Tools > Remove AndroidManifest.xlm
In Unity menu, Click: Oculus > Tools > Create store-compatible AndroidManifest.xlm
In Unity Window, Open: Assets > Plugins > Android > AndroidManifest.xlm.
Make sure AndroidManifest.xlm has
category android:name="android.intent.category.LAUNCHER"
but not
category android:name="android.intent.category.INFO".
Try Build and Run.
Good Luck.

GVR's native UI layer is missing on iOS

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Unity's deferred rendering setting seems to be gone, or am I completly wrong?

I started playing with unity with the version 5.4.
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I have a Scene which has many models. I Baked that scene and got some lightmaps. I put those lightmaps and those models inside one bundle category and that scene in another as I can't add both models and scene inside one bundle category. I can download those models and scene properly and loads the scene. Everything works perfectly but lightmaps don't get load. It loads in Editor but it doesn't work in mobile devices(IOS/Android). I tried logging LightmapSettings.lightmaps.Length also and it gives proper output in mobile. But those maps won't load. Anyone knows whats the problem?
Not sure if this is the problem but try it.
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Go to Files->Settings-> Select iOS Switch click Switch Platform.
Rebuild your Asset. Name it iOSAsset.
When building the for each platform,load each Asset with the platform Asset it was built for.