How to load subscene at runtime from inside MonoBehavior?

I am trying to load a subscene at runtime from inside a MonoBehavior without a bootstrap for netcode.

Here’s what I have so far:

using Unity.Entities;
using Unity.Entities.Serialization;
using Unity.NetCode;
using Unity.Scenes;
using UnityEngine;

/// <summary>
/// Boostrap for the scene.
/// </summary>
public class ClientBattleGameSceneBootstrapBehavior : MonoBehaviour {
  public EntitySceneReference entityScene;
  private World _serverWorld;
  private World _clientWorld;

  public void Start() {
    this._serverWorld = ClientServerBootstrap.CreateServerWorld("server");
    this._clientWorld = ClientServerBootstrap.CreateClientWorld("client");

    SceneSystem.LoadSceneAsync(this._serverWorld.Unmanaged, this.entityScene);
    SceneSystem.LoadSceneAsync(this._clientWorld.Unmanaged, this.entityScene);
  }

  public void OnDestroy() {
    this._serverWorld.Dispose();
    this._clientWorld.Dispose();
  }
}

When I do this, I can see that an entity for the subscene was created, and that a request entity was also created. However, nothing happens after that; the entity in the subscene are never loaded. What am I missing here?

After debugging, I’ve determined the problem is with a prefab referenced by a GameObject in the subscene. The prefab has ghost authoring components from the netcode library, as well as my some of my own. Removing those authoring components allows the subscene to load properly.

Seems like it’s silently failing.