If ComponentSystem is trying to access Entity before (or during?) conversion, the ComponentSystem stops working and does not produce any errors. I put a few seconds delay and it works. Is there a way to determine that it has been converted and get access to entity immediately after the conversion?
If you are using Burst, have you tried turning on full stack traces and safety checks?
Yes, the same.
Forgot to say that this is a hybrid (Convert and Inject), and they are created using Instantiate(GameObject) from Monobehaviour.