Photon: the second game don't connect

First I'm sorry for my English. I have a problem with the connection with photon, I have 2 scenes, the first with the menu and the second with the game. When I access the game scene, it connects to the photon and searches or creates a game. The first time I play everything runs smoothly but when I return to the menu and give play again stays in "Best region found in PlayerPrefs Connecting to: Eu" and does nothing more. I do not understand what I'm doing wrong. When I run it for the second time, the unity emulator lets me stop it but if I try to do something else it stops unity and I have to force it to close.
public void Connect()
    {
        Debug.Log("connect");
        if (PhotonNetwork.connectionState == ConnectionState.Disconnected)
        {
            if (previousRoom != null) {
                Debug.Log("con sala previa");
                PhotonNetwork.ReconnectAndRejoin();
            }
            else
            {
                Debug.Log("sin sala previa"); //enter here at the second try
                PhotonNetwork.ConnectUsingSettings(_gameVersion);
            }
        }
    }
//exit game scene methods
private IEnumerator fadeToMenu()
    {
        if (local != null)
            local.abandonar();
        animandofadeimg = true;
        fadeimg.transform.Find("Background").Find("reloj").GetComponent<Image>().enabled = false;
        fadeimg.transform.Find("Background").Find("looking_for_game").GetComponent<Text>().enabled = false;
        float alpha = fadeimg.GetComponent<CanvasGroup>().alpha;
        while (alpha < 1)
        {
            alpha += Time.deltaTime;
            if (alpha > 1)
                alpha = 1;
            fadeimg.GetComponent<CanvasGroup>().alpha = alpha;
            yield return null;
        }
        animandofadeimg = false;
        if (PhotonNetwork.inRoom)
        {
            Debug.Log("Manual Room Exit: Leaving room - " + PhotonNetwork.room.Name);
            if (PhotonNetwork.isMasterClient)
            {
                PhotonNetwork.DestroyAll();
            }
            PhotonNetwork.Disconnect();
            crearLog("desconecta de la sala");
        }
        loadMenu();
        yield return null;
    }

private void loadMenu()
    {
        if (!SceneManager.GetSceneByName("Menu").isLoaded)
        {
            SceneManager.LoadScene(1);
        }
        else
        {
            SceneManager.SetActiveScene(SceneManager.GetSceneByName("Menu"));
        }
        clearData();
    }

    private void clearData()
    {
        alpha = 0f;
        preguntas = null;
        if (sinresponder != null)
        {
            sinresponder.Clear();
            sinresponder = null;
        }
        preguntaActual = null;
        recompensa = 10;
        TextoPregunta.text = "";
        Puntos.text = "";
        Tiempo.text = "";
        Rivaltiempo.text = "";
        RivalPuntos.text = "";
        foreach (Button b in buttons)
        {
            b.GetComponentInChildren<Text>().text = "";
        }
        local = null;
        rival = null;
        escala = 0f;
        crecimiento = true;
        entrando = false;
        saliendo = false;
        ended = false;
        ocultando = true;
        animando = false;
        ganado = true;
        previousRoom = null;
        foreach (GameObject go in FindObjectsOfType<GameObject>())
            Destroy(go);
        Destroy(gameObject);
    }