private void RenderAdditivelyLoadedScene()
        {
            EditorGUILayout.LabelField(new GUIContent("Additively Loaded Scene Path", "In order to facilitate different modes of play (Multiplayer Client & Server + Singleplayer), a scene is additively loaded to the 'base' scene with the specifics for that mode of play. The path for that scene is found underneath."), EditorStyles.centeredGreyMiniLabel);

            if (_currentMode == BuildMode.Singleplayer)
            {
                EditorGUILayout.BeginHorizontal();

                EditorGUI.BeginChangeCheck();
                _singleOnlyScene = EditorGUILayout.TextField(new GUIContent("Singleplayer Only Scene:", "The path for the additively loaded scene used for the Singleplayer mode of play."), _singleOnlyScene, EditorStyles.textField);

                if (EditorGUI.EndChangeCheck())
                {
                    BuildScriptPrefs.SetSingleOnlyScene(_singleOnlyScene);
                }

                if (GUILayout.Button(new GUIContent("Browse", "Browse for scenes in the Unity project."), EditorStyles.miniButtonRight, GUILayout.Width(EditorGUIUtility.fieldWidth)))
                {
                    var sceneBrowse = BrowseScene();
                    if (!string.IsNullOrEmpty(sceneBrowse))
                    {
                        _singleOnlyScene = sceneBrowse;
                        BuildScriptPrefs.SetSingleOnlyScene(_singleOnlyScene);
                    }

                    GUIUtility.ExitGUI();
                }

                EditorGUILayout.EndHorizontal();

                DrawLoadUnloadScene(_singleOnlyScene);
            }
            else if (_currentMode == BuildMode.Client)
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUI.BeginChangeCheck();
                _clientOnlyScene = EditorGUILayout.TextField(new GUIContent("Client Only Scene:", "The path for the additively loaded scene used for the Client mode of play."), _clientOnlyScene, EditorStyles.textField);

                if (EditorGUI.EndChangeCheck())
                {
                    BuildScriptPrefs.SetClientOnlyScene(_clientOnlyScene);
                }

                if (GUILayout.Button(new GUIContent("Browse", "Browse for scenes in the Unity project."), EditorStyles.miniButtonRight, GUILayout.Width(EditorGUIUtility.fieldWidth)))
                {
                    var sceneBrowse = BrowseScene();
                    if (!string.IsNullOrEmpty(sceneBrowse))
                    {
                        _clientOnlyScene = sceneBrowse;
                        BuildScriptPrefs.SetClientOnlyScene(_clientOnlyScene);
                    }

                    GUIUtility.ExitGUI();
                }

                EditorGUILayout.EndHorizontal();

                DrawLoadUnloadScene(_clientOnlyScene);
            }
            else if (_currentMode == BuildMode.Server)
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUI.BeginChangeCheck();
                _serverOnlyScene = EditorGUILayout.TextField(new GUIContent("Server Only Scene:", "The path for the additively loaded scene used for the Server mode of play."), _serverOnlyScene, EditorStyles.textField);

                if (EditorGUI.EndChangeCheck())
                {
                    BuildScriptPrefs.SetServerOnlyScene(_serverOnlyScene);
                }

                if (GUILayout.Button(new GUIContent("Browse", "Browse for scenes in the Unity project."), EditorStyles.miniButtonRight, GUILayout.Width(EditorGUIUtility.fieldWidth)))
                {
                    var sceneBrowse = BrowseScene();
                    if (!string.IsNullOrEmpty(sceneBrowse))
                    {
                        _serverOnlyScene = sceneBrowse;
                        BuildScriptPrefs.SetServerOnlyScene(_serverOnlyScene);
                    }

                    GUIUtility.ExitGUI();
                }

                EditorGUILayout.EndHorizontal();

                DrawLoadUnloadScene(_serverOnlyScene);
            }
        }