Added multiple EntitySceneReference to dynamic buffer error

Sometimes in the editor, dynamic buffers can be added normally, but during runtime, the dynamic buffer of the entity baked from the Subscene is empty.
I don’t know where the problem lies

using System.Collections.Generic;
using Unity.Entities;
using UnityEngine;
using System.IO;
using System;
using Unity.Entities.Serialization;


#if UNITY_EDITOR
using UnityEditor;
#endif

namespace Animism.Prefab
{
    [ExecuteInEditMode]
    class A_AllScene : MonoBehaviour
    {
        public List<SceneAsset> Prefabs = new();

#if UNITY_EDITOR
        public void Update()
        {
            DirectoryInfo directoryInfo = new DirectoryInfo(Application.dataPath + "/Scenes/");
            Prefabs.Clear();
            foreach (var info in directoryInfo.GetFiles("*", SearchOption.AllDirectories))
            {
                if (info.Extension == ".unity")
                {
                    var span = info.FullName.AsSpan(Application.dataPath.Length);
                    var obj = AssetDatabase.LoadAssetAtPath("Assets/" + span.ToString(), typeof(SceneAsset));
                    var sceneAsset = obj as SceneAsset;
                    if (sceneAsset)
                    {
                        Prefabs.Add(sceneAsset);
                    }
                }

            }
        }

#endif
    }

    class A_AllSceneBaker : Baker<A_AllScene>
    {
        public override void Bake(A_AllScene authoring)
        {
            var entity = GetEntity(TransformUsageFlags.Dynamic);
            var buffer = AddBuffer<C_AllScene>(entity);
            buffer.Clear();
            foreach (var scene in authoring.Prefabs)
            {
                if (scene)
                {
                    Debug.Log(scene.name);
                    C_AllScene allScene = new()
                    {
                        Name = scene.name,
                        Scene = new EntitySceneReference(scene),
                    };
                    buffer.Add(allScene);

                }
            }
        }
    }
}
using Unity.Collections;
using Unity.Entities;
using Unity.Entities.Serialization;

namespace Animism.Prefab
{
    [InternalBufferCapacity(0)]
    public struct C_AllScene : IBufferElementData
    {
        public FixedString64Bytes Name;
        public EntitySceneReference Scene;
    }
}

In Editor:

In Runtime: