Error in EntityCommandBuffer on DestroyEntity playback chain:
ArgumentException: Assertion failure. Value was False
Expected: True
EntityCommandBuffer was recorded in IndicatorsSystem and played back in IndicatorsBarrier.
at UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) [0x0001f] in C:\buildslave\unity\build\Runtime\Export\Assertions\Assert\AssertBase.cs:26
at UnityEngine.Assertions.Assert.IsTrue (System.Boolean condition, System.String message) [0x0000e] in C:\buildslave\unity\build\Runtime\Export\Assertions\Assert\AssertBool.cs:20
at UnityEngine.Assertions.Assert.IsTrue (System.Boolean condition) [0x00009] in C:\buildslave\unity\build\Runtime\Export\Assertions\Assert\AssertBool.cs:13
at Unity.Assertions.Assert.IsTrue (System.Boolean condition) [0x00008] in E:\GAMEDEV\REPOSITORY\Elinor\Library\PackageCache\com.unity.entities@0.0.12-preview.23\Unity.Entities\Stubs\Unity.Assertions\Assert.cs:15
at Unity.Entities.EntityCommandBuffer.SelectEntity (Unity.Entities.Entity cmdEntity, Unity.Entities.ECBSharedPlaybackState playbackState) [0x00001] in E:\GAMEDEV\REPOSITORY\Elinor\Library\PackageCache\com.unity.entities@0.0.12-preview.23\Unity.Entities\EntityCommandBuffer.cs:931
at Unity.Entities.EntityCommandBuffer.PlaybackChain (Unity.Entities.EntityManager mgr, Unity.Entities.ECBSharedPlaybackState& playbackState, Unity.Collections.NativeArray`1[T] chainStates, System.Int32 currentChain, System.Int32 nextChain) [0x0010d] in E:\GAMEDEV\REPOSITORY\Elinor\Library\PackageCache\com.unity.entities@0.0.12-preview.23\Unity.Entities\EntityCommandBuffer.cs:1014
at Unity.Entities.EntityCommandBuffer.Playback (Unity.Entities.EntityManager mgr) [0x0025d] in E:\GAMEDEV\REPOSITORY\Elinor\Library\PackageCache\com.unity.entities@0.0.12-preview.23\Unity.Entities\EntityCommandBuffer.cs:907
at Unity.Entities.BarrierSystem.FlushBuffers (System.Boolean playBack) [0x00045] in E:\GAMEDEV\REPOSITORY\Elinor\Library\PackageCache\com.unity.entities@0.0.12-preview.23\Unity.Entities\ComponentSystem.cs:780
Unity.Entities.BarrierSystem.FlushBuffers (System.Boolean playBack) (at Library/PackageCache/com.unity.entities@0.0.12-preview.23/Unity.Entities/ComponentSystem.cs:801)
Unity.Entities.BarrierSystem.OnUpdate () (at Library/PackageCache/com.unity.entities@0.0.12-preview.23/Unity.Entities/ComponentSystem.cs:754)
Unity.Entities.ComponentSystem.InternalUpdate () (at Library/PackageCache/com.unity.entities@0.0.12-preview.23/Unity.Entities/ComponentSystem.cs:464)
Unity.Entities.ScriptBehaviourManager.Update () (at Library/PackageCache/com.unity.entities@0.0.12-preview.23/Unity.Entities/ScriptBehaviourManager.cs:83)
Unity.Entities.ScriptBehaviourUpdateOrder+DummyDelagateWrapper.TriggerUpdate () (at Library/PackageCache/com.unity.entities@0.0.12-preview.23/Unity.Entities/ScriptBehaviourUpdateOrder.cs:706)
Happens sometimes and only if I record more than 2-3k commands. What the reason?