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Unity crashes on playing in editor and playing after build.

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On build it plays a sound and black screens. If I try to play in the editor the entire thing (excluding monodevelop) simply crashes. I have absolutely no idea how to fix this and don't want to re do the entire thing (worked on it for a while). It has a sizable script which just started crashing. Here is the script. #pragma strict var pointValue = 1; var currentScore : int = 0; var cube1 : GameObject; var cube2 : GameObject; var cube3 : GameObject; var cube4 : GameObject; var cube5 : GameObject; var cube6 : GameObject; var cube1a : GameObject; var cube2b : GameObject; var cube3c : GameObject; var cube4d : GameObject; var cube5e : GameObject; var cube6f : GameObject; private var random : int; var offsetY : float = 40; var sizeX : float = 100; var sizeY : float = 40; function OnGUI () { GUI.Box (new Rect (Screen.width/2-sizeX/2, offsetY, sizeX, sizeY), currentScore + " Doritos with your dew"); } function Update () { if (Input.GetKeyDown ("w")) { cube1.active = false; cube2.active = true; cube3.active = false; cube4.active = false; cube5.active = false; cube6.active = false; if (cube2b.active) { currentScore += pointValue; audio.Play(); } } if (Input.GetKeyDown ("q")) { cube1.active = true; cube2.active = false; cube3.active = false; cube4.active = false; cube5.active = false; cube6.active = false; if (cube1a.active) { currentScore += pointValue; audio.Play(); } } if (Input.GetKeyDown ("e")) { cube1.active = false; cube2.active = false; cube3.active = true; cube4.active = false; cube5.active = false; cube6.active = false; if (cube3c.active) { currentScore += pointValue; audio.Play(); } } if (Input.GetKeyDown ("a")) { cube1.active = false; cube2.active = false; cube3.active = false; cube4.active = true; cube5.active = false; cube6.active = false; if (cube4d.active) { currentScore += pointValue; audio.Play(); } } if (Input.GetKeyDown ("s")) { cube1.active = false; cube2.active = false; cube3.active = false; cube4.active = false; cube5.active = true; cube6.active = false; if (cube5e.active) { currentScore += pointValue; audio.Play(); } } if (Input.GetKeyDown ("d")) { cube1.active = false; cube2.active = false; cube3.active = false; cube4.active = false; cube5.active = false; cube6.active = true; if (cube6f.active) { currentScore += pointValue; audio.Play(); } } random = Random.Range(0, 6); } do { cube1a.active = true; cube2b.active = false; cube3c.active = false; cube4d.active = false; cube5e.active = false; cube6f.active = false; } while (!(Input.GetKeyUp ("q") || random > 1.1)); do { cube1a.active = false; cube2b.active = true; cube3c.active = false; cube4d.active = false; cube5e.active = false; cube6f.active = false; } while (!(Input.GetKeyUp ("w") || random > 2.1)); do { cube1a.active = false; cube2b.active = false; cube3c.active = true; cube4d.active = false; cube5e.active = false; cube6f.active = false; } while (!(Input.GetKeyUp ("e") || random > 3.1)); do { cube1a.active = false; cube2b.active = false; cube3c.active = false; cube4d.active = true; cube5e.active = false; cube6f.active = false; } while (!(Input.GetKeyUp ("a") || random > 4.1)); do { cube1a.active = false; cube2b.active = false; cube3c.active = false; cube4d.active = false; cube5e.active = true; cube6f.active = false; } while (!(Input.GetKeyUp ("s") || random > 5.1)); do { cube1a.active = false; cube2b.active = false; cube3c.active = true; cube4d.active = false; cube5e.active = false; cube6f.active = true; } while (!(Input.GetKeyUp ("d") || random > 6.1));

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