ECS - Baker method not called during runtime

Hi. So I wrote this very simple code for generating chunks of land from 3d perlin noise.

public class EntityNoiseSpawner : MonoBehaviour
{
    public int seed;
    public float frequency;
    public float amplitude;
    public float bottomDensity;
    public float topDensity;
    public float landThreshold;
    public int3 chunkSize;
    public int2 chunksToSpawn;
	public GameObject landGameObject;
}

[ChunkSerializable]
public struct EntityNoiseComponent : IComponentData
{
	public int seed;
	public float frequency;
	public float amplitude;
	public float bottomDensity;
	public float topDensity;
	public float landThreshold;
	public int3 chunkSize;
	public int2 chunksToSpawn;
	public Entity landEntity;
	public NativeArray<float> chunkNoiseOutput;
}

public class EntityNoiseBaker : Baker<EntityNoiseSpawner>
{
	public override void Bake(EntityNoiseSpawner authoring)
	{
		Debug.Log("baker function called");

		string path = "chunkstospawn.txt";
		int2 chunksToSpawn;
        if (File.Exists(path))
        {
			string[] lines = File.ReadAllLines(path);
			chunksToSpawn = new int2(System.Convert.ToInt32(lines[0]), System.Convert.ToInt32(lines[1]));
			Debug.Log($"file exists. ChunkToSpawn= {chunksToSpawn}"); 
        }
        else
        {
            chunksToSpawn = authoring.chunksToSpawn;
			Debug.Log($"File couldn't be found. ChunksToSpawn= {chunksToSpawn}");
        }

		var entityNoiseEntity = GetEntity(TransformUsageFlags.None);
		AddComponent(entityNoiseEntity, new EntityNoiseComponent
		{
			seed = authoring.seed,
			frequency = authoring.frequency,
			amplitude = authoring.amplitude,
			bottomDensity = authoring.bottomDensity,
			topDensity = authoring.topDensity,
			landThreshold = authoring.landThreshold,
			chunkSize = authoring.chunkSize,
			chunksToSpawn = chunksToSpawn,
			landEntity = GetEntity(authoring.landGameObject, TransformUsageFlags.Dynamic),
		});
	}
}

[BurstCompile]
public partial struct EntityNoiseSystem : ISystem
{
	EntityNoiseComponent enc;
	bool isJobExecuting;
	bool isArrayInitialised;
	bool shouldDisableState;
	int chunkCellDone;
	int chunkRowDone;
	int _spawnChunkCellDone;
	int _spawnChunkRowDone;
	bool isEncSet;
	JobHandle jobHandle;

	[BurstCompile]
	public void OnCreate(ref SystemState state)
	{
		//enc = SystemAPI.TryGetSingleton<EntityNoiseComponent>();
		isJobExecuting = isArrayInitialised = shouldDisableState = isEncSet = false;
		chunkCellDone = chunkRowDone = 0;
	}

	[BurstCompile]
	public void OnDestroy(ref SystemState state)
	{
		enc.chunkNoiseOutput.Dispose();
	}

	[BurstCompile]
	public void OnUpdate(ref SystemState state)
	{
        if (!isEncSet)
        {
            if (SystemAPI.TryGetSingleton<EntityNoiseComponent>(out enc))
            {
				isEncSet = true;
            }
            else
            {
				Debug.Log("enc not found. returning...");
				return;
            }
        }

        if (!isJobExecuting && !shouldDisableState)
        {
            if (!isArrayInitialised)
            {
				enc.chunkNoiseOutput = new NativeArray<float>(int3sizer(enc.chunkSize), Allocator.Persistent);
				isArrayInitialised = true;
            }

			var chunkSpawnJob = new ChunkSpawnJob
			{
				chunkIndex = new int2(chunkCellDone, chunkRowDone),
				chunkSize = enc.chunkSize,
				seed = enc.seed,
				frequency = enc.frequency,
				amplitude = enc.amplitude,
				noiseOutput = enc.chunkNoiseOutput
			};

			jobHandle = chunkSpawnJob.Schedule();
			isJobExecuting = true;

			_spawnChunkCellDone = chunkCellDone;
			_spawnChunkRowDone = chunkRowDone;

			chunkCellDone++;
			Debug.Log($"chunkCellDone= {chunkCellDone}; chunkRowDone= {chunkRowDone}");

            if (chunkCellDone == enc.chunksToSpawn.x)
            {
				Debug.Log("incrementing chunk row.");
				chunkRowDone++;
				chunkCellDone = 0;
            }

            if (chunkRowDone == enc.chunksToSpawn.y)
            {
				Debug.Log("state disable flagged.");
                shouldDisableState = true;
            }
        }
        else
        {
            if (jobHandle.IsCompleted)
            {
				jobHandle.Complete();
            }
            else
            {
				return;
            }

            int i = 0;
            for (int x = 0; x < enc.chunkSize.x; x++)
			{
				for (int y = 0; y < enc.chunkSize.y; y++)
				{
					for (int z = 0;  z < enc.chunkSize.z; z++)
					{
						float finalNoiseOutput = enc.chunkNoiseOutput[i] + Density(y);
						//Debug.Log($"{finalNoiseOutput}");
						bool isLand = finalNoiseOutput >= enc.landThreshold;

						if (isLand)
						{
							var tmpEntity = state.EntityManager.Instantiate(enc.landEntity);
							state.EntityManager.SetComponentData(tmpEntity, LocalTransform.FromPosition(_spawnChunkCellDone*enc.chunkSize.x+x, y, _spawnChunkRowDone*enc.chunkSize.z+z));
						}

						i++;
					}
				}
			}

			isJobExecuting = false;

            if (shouldDisableState)
            {
				Debug.Log("state disabled.");
                state.Enabled = false;
            }
        }
    }

	private int int3sizer(int3 x) => x.x * x.y * x.z;

	private float Density(int y) => math.lerp(enc.bottomDensity, enc.topDensity, InverseLerp(0, enc.chunkSize.y, y));

	private float InverseLerp(float a, float b, float value) => a != b ? math.clamp((value - a) / (b - a), 0, 1) : 0f;
}

[BurstCompile]
public struct ChunkSpawnJob : IJob
{
	public int2 chunkIndex;
	public int3 chunkSize;

	public int seed;
	public float frequency;
	public float amplitude;

	public NativeArray<float> noiseOutput;

	[BurstCompile]
	public void Execute()
	{
		int seedMultiplier = 3546;

		int i = 0;
        for (int x = 0; x < chunkSize.x; x++)
        {
            for (int y =  0; y < chunkSize.y; y++)
			{
				for (int z = 0; z < chunkSize.z; z++)
				{
					noiseOutput[i] = noise.cnoise(new float3(seed*seedMultiplier+chunkIndex.x*chunkSize.x+x, seed*seedMultiplier+y, seed*seedMultiplier+chunkIndex.y*chunkSize.z+z) * frequency) * amplitude;
					i++;
				}
			}
        }
    }
}

Now While in editor, the console output shows this :

but, in the runtime (build) the baker function is never called. Here is the debug log of the runtime:

debug log of the runtime
Mono path[0] = 'D:/Priyansh/Projects/Unity/Test/Builds/chunkedNoise/Test_Data/Managed'
Mono config path = 'D:/Priyansh/Projects/Unity/Test/Builds/chunkedNoise/MonoBleedingEdge/etc'
[Physics::Module] Initialized MultithreadedJobDispatcher with 15 workers.
Initialize engine version: 2022.3.13f1 (5f90a5ebde0f)
[Subsystems] Discovering subsystems at path D:/Priyansh/Projects/Unity/Test/Builds/chunkedNoise/Test_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: Intel(R) Iris(R) Xe Graphics (ID=0x46a6)
    Vendor:   Intel
    VRAM:     8026 MB
    Driver:   31.0.101.4502
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in  0.116 seconds
- Finished resetting the current domain, in  0.001 seconds
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 12.706000 ms
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Streamed scene with  313ms latency from D:/Priyansh/Projects/Unity/Test/Builds/chunkedNoise/Test_Data/StreamingAssets/EntityScenes/58c161260912f2648afb008725154f51.0.entities
ArgumentException: Cannot find TypeIndex for type hash 14308246592401453745. Check in the debug file ExportedTypes.log of your project Logs folder (<projectName>/Logs) the corresponding Component type name for the type hash 14308246592401453745. And ensure your runtime depends on all assemblies defining the Component types your data uses.
  at Unity.Entities.Serialization.SerializeUtility.ReadTypeArray (Unity.Entities.Serialization.BinaryReader reader, Unity.Entities.Serialization.DotsSerializationReader dotsReader) [0x00106] in .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\Serialization\SerializeUtility.cs:531 
  at Unity.Entities.Serialization.SerializeUtility.EndDeserializeWorld (Unity.Entities.ExclusiveEntityTransaction manager, Unity.Entities.Serialization.DotsSerializationReader dotsReader, Unity.Entities.Serialization.SerializeUtility+WorldDeserializationStatus& status, Unity.Entities.Serialization.SerializeUtility+WorldDeserializationResult& deserializationResult, System.Object[] unityObjects) [0x000ab] in .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\Serialization\SerializeUtility.cs:860 
  at Unity.Scenes.AsyncLoadSceneOperation+AsyncLoadSceneJob.Execute () [0x00083] in .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Scenes\AsyncLoadSceneOperation.cs:160 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Unity.Debug:LogException(Exception) (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\Stubs\Unity\Debug.cs:19)
Unity.Scenes.SceneSectionStreamingSystem:UpdateLoadOperation(SystemState&, AsyncLoadSceneOperation, World, Entity, Boolean) (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Scenes\SceneSectionStreamingSystem.cs:614)
Unity.Scenes.SceneSectionStreamingSystem:ProcessActiveStreams(SystemState&) (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Scenes\SceneSectionStreamingSystem.cs:452)
Unity.Scenes.SceneSectionStreamingSystem:OnUpdate() (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Scenes\SceneSectionStreamingSystem.cs:787)
Unity.Entities.SystemBase:Update() (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\SystemBase.cs:418)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems() (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\ComponentSystemGroup.cs:739)
Unity.Entities.ComponentSystemGroup:OnUpdate() (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\ComponentSystemGroup.cs:697)
Unity.Entities.SystemBase:Update() (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\SystemBase.cs:418)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems() (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\ComponentSystemGroup.cs:739)
Unity.Entities.ComponentSystemGroup:OnUpdate() (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\ComponentSystemGroup.cs:697)
Unity.Entities.InitializationSystemGroup:OnUpdate() (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\DefaultWorld.cs:169)
Unity.Entities.SystemBase:Update() (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\SystemBase.cs:418)
Unity.Entities.DummyDelegateWrapper:TriggerUpdate() (at .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\ScriptBehaviourUpdateOrder.cs:526)

(Filename: ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/Stubs/Unity/Debug.cs Line: 19)

Error when processing 'AsyncLoadSceneJob(D:/Priyansh/Projects/Unity/Test/Builds/chunkedNoise/Test_Data/StreamingAssets/EntityScenes/58c161260912f2648afb008725154f51.0.entities)': Cannot find TypeIndex for type hash 14308246592401453745. Check in the debug file ExportedTypes.log of your project Logs folder (<projectName>/Logs) the corresponding Component type name for the type hash 14308246592401453745. And ensure your runtime depends on all assemblies defining the Component types your data uses.
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Setting up 16 worker threads for Enlighten.
Memory Statistics:
[ALLOC_TEMP_TLS] TLS Allocator
  StackAllocators : 
    [ALLOC_TEMP_MAIN]
      Peak usage frame count: [1.0 KB-2.0 KB]: 241 frames, [2.0 KB-4.0 KB]: 1 frames, [4.0 KB-8.0 KB]: 1 frames, [2.0 MB-4.0 MB]: 1 frames
      Initial Block Size 4.0 MB
      Current Block Size 4.0 MB
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      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 4]
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    [ALLOC_TEMP_Loading.PreloadManager]
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      Initial Block Size 256.0 KB
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      Initial Block Size 256.0 KB
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    [ALLOC_TEMP_EnlightenWorker] x 16
      Initial Block Size 64.0 KB
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      Current Block Size 256.0 KB
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    [ALLOC_TEMP_AssetGarbageCollectorHelper] x 15
      Initial Block Size 64.0 KB
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[ALLOC_DEFAULT] Dual Thread Allocator
  Peak main deferred allocation count 38
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 1.6 MB
    [ALLOC_DEFAULT_MAIN]
      Peak usage frame count: [64.0 MB-128.0 MB]: 244 frames
      Requested Block Size 16.0 MB
      Peak Block count 7
      Peak Allocated memory 121.6 MB
      Peak Large allocation bytes 24.0 MB
    [ALLOC_DEFAULT_THREAD]
      Peak usage frame count: [16.0 MB-32.0 MB]: 244 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 24.6 MB
      Peak Large allocation bytes 16.0 MB
[ALLOC_TEMP_JOB_1_FRAME]
  Initial Block Size 2.0 MB
  Used Block Count 0
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_2_FRAMES]
  Initial Block Size 2.0 MB
  Used Block Count 0
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]
  Initial Block Size 2.0 MB
  Used Block Count 1
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_ASYNC (Background)]
  Initial Block Size 1.0 MB
  Used Block Count 1
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_GFX] Dual Thread Allocator
  Peak main deferred allocation count 1
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 1.6 MB
    [ALLOC_GFX_MAIN]
      Peak usage frame count: [32.0 KB-64.0 KB]: 243 frames, [64.0 KB-128.0 KB]: 1 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 66.0 KB
      Peak Large allocation bytes 0 B
    [ALLOC_GFX_THREAD]
      Peak usage frame count: [128.0 KB-256.0 KB]: 244 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 131.0 KB
      Peak Large allocation bytes 0 B
[ALLOC_CACHEOBJECTS] Dual Thread Allocator
  Peak main deferred allocation count 2
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 1.6 MB
    [ALLOC_CACHEOBJECTS_MAIN]
      Peak usage frame count: [8.0 MB-16.0 MB]: 244 frames
      Requested Block Size 4.0 MB
      Peak Block count 3
      Peak Allocated memory 13.3 MB
      Peak Large allocation bytes 4.8 MB
    [ALLOC_CACHEOBJECTS_THREAD]
      Peak usage frame count: [64.0 KB-128.0 KB]: 1 frames, [128.0 KB-256.0 KB]: 1 frames, [1.0 MB-2.0 MB]: 241 frames, [2.0 MB-4.0 MB]: 1 frames
      Requested Block Size 4.0 MB
      Peak Block count 1
      Peak Allocated memory 3.2 MB
      Peak Large allocation bytes 0 B
[ALLOC_TYPETREE] Dual Thread Allocator
  Peak main deferred allocation count 0
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 1.6 MB
    [ALLOC_TYPETREE_MAIN]
      Peak usage frame count: [4.0 KB-8.0 KB]: 244 frames
      Requested Block Size 2.0 MB
      Peak Block count 1
      Peak Allocated memory 4.1 KB
      Peak Large allocation bytes 0 B
    [ALLOC_TYPETREE_THREAD]
      Peak usage frame count: [0-1.0 KB]: 1 frames, [128.0 KB-256.0 KB]: 242 frames, [256.0 KB-0.5 MB]: 1 frames
      Requested Block Size 2.0 MB
      Peak Block count 1
      Peak Allocated memory 303.1 KB
      Peak Large allocation bytes 0 B

Mono path[0] = 'D:/Priyansh/Projects/Unity/Test/Builds/chunkedNoise/Test_Data/Ma - Pastebin.com

The baker function is never called. What to do?

This is by design.

Entities 0.51 was using Conversion Workflow | Entities | 0.51.1-preview.21
but Entities 1.0 moved to Baking | Entities | 1.0.16 workflow.

Not sure which version you’re running here exactly but assuming it’s >=v1.0 you need to refactor this code so it works in this new workflow. I know this is probably confusing because there are a lot of old posts that provide different answers to the same question with no info to which version of entities package it applies.