I suddenly got this error after making a new ISystem. It’s nothing special. It just adds a cleanup component to entities in its query that doesn’t have that cleanup component yet.
ArgumentException: Type Assets.Code.ECS.Systems.AddCleanupComponentSystem couldn’t be found in the SystemRegistry. (This is likely a bug in an ILPostprocessor.)
Unity.Entities.WorldUnmanagedImpl.CreateUnmanagedSystemInternal (Unity.Entities.World self, System.Int32 structSize, System.Int64 typeHash, System.Int32 typeIndex, System.Void*& systemPtr, System.Boolean callOnCreate) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/WorldUnmanaged.cs:469)
Unity.Entities.WorldUnmanagedImpl.CreateUnmanagedSystem (Unity.Entities.SystemTypeIndex t, System.Int64 typeHash, System.Boolean callOnCreate) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/WorldUnmanaged.cs:596)
Unity.Entities.WorldUnmanagedImpl.CreateUnmanagedSystem (Unity.Entities.SystemTypeIndex t, System.Boolean callOnCreate) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/WorldUnmanaged.cs:677)
Unity.Entities.WorldUnmanaged.CreateUnmanagedSystem (Unity.Entities.SystemTypeIndex unmanagedType, System.Boolean callOnCreate) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/WorldUnmanaged.cs:1109)
Unity.Entities.World.GetOrCreateSystemsAndLogException (Unity.Collections.NativeList1[T] types, System.Int32 typesCount, Unity.Collections.AllocatorManager+AllocatorHandle allocator) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/World.cs:1256) UnityEngine.Debug:LogException(Exception) Unity.Debug:LogException(Exception) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/Stubs/Unity/Debug.cs:19) Unity.Entities.World:GetOrCreateSystemsAndLogException(NativeList
1, Int32, AllocatorHandle) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/World.cs:1288)
Unity.Entities.World:GetOrCreateSystemsAndLogException(NativeList1, AllocatorHandle) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/World.cs:1348) Unity.Entities.DefaultWorldInitialization:AddSystemToRootLevelSystemGroupsInternal(World, NativeList
1, ComponentSystemGroup, DefaultRootGroups) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/DefaultWorldInitialization.cs:261)
Unity.Entities.DefaultWorldInitialization:AddSystemToRootLevelSystemGroupsInternal(World, NativeList`1) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/DefaultWorldInitialization.cs:300)
Unity.Entities.DefaultWorldInitialization:Initialize(String, Boolean) (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities/DefaultWorldInitialization.cs:153)
Unity.Entities.AutomaticWorldBootstrap:Initialize() (at ./Library/PackageCache/com.unity.entities@1.0.11/Unity.Entities.Hybrid/Injection/AutomaticWorldBootstrap.cs:16)
Why is this happening and what’s the workaround?