If you’re using the SceneSection Metadata feature, that is seemingly broken in builds in 0.14 and causes these kinds of issues. I’ve reported it as an issue and posted on the forums a while ago.
Another potential issue I’ve had that can cause these kinds of issues is if you have conditional fields in components which causes the built subscene to use different type structures when it’s built+serialized in the editor vs when it’s deserialized in the build. I can’t remember if it was caused by certain specific conditionals such as UNITY_EDITOR of DEBUG, but I know I’ve encountered it.
Edit: I realized the metadata error I mentioned first returns a different kind of error message (although still about missing typehashes), so that’s probably not your problem.
I also remembered that I wrote a editor script back when I had issues that could help you find which type it is that causes your error. It helped me with finding my conditional issues. Perhaps you can have a use for this:
using System;
using System.Linq;
using Unity.Entities;
using UnityEditor;
using UnityEngine;
public static class EditorUtilities
{
[MenuItem("Tools/Find Problematic TypeHash")]
public static void FindTypeHash()
{
ulong targetTypeHash = 8998326293364349710; // Add your problematic typehash here.
foreach (var type in AppDomain.CurrentDomain.GetAssemblies().SelectMany(x => x.GetTypes()))
{
try
{
var typeHash = TypeHash.CalculateStableTypeHash(type);
if (typeHash == targetTypeHash)
Debug.LogWarning($"Found {targetTypeHash}. Type: {type.FullName}");
}
catch (Exception e)
{
// Some types aren't supported and I'm too lazy to find out which.
}
}
}
}
Edit 2: I was somewhat in a rush when I wrote the first post, so I missed that WAYN_Group probably already found which type you were having problems with, so none of what I wrote might be useful for you ![]()