For some reason, I can not just instantiate preset entities but have to add the desired component data to entities created at runtime. My current approach is use sceneSystem to load the subscene and tracks the scene entities, take them as prefabs, and just assign the PhysicsCollider.Value (BlobAssetReference) to new PhysicsCollider and add it to new entities, this results in
NullReferenceException: Object reference not set to an instance of an object
Unity.Physics.Broadphase+BodyPairWriter.Flush () (at Library/PackageCache/com.unity.physics@0.5.0-preview.1/Unity.Physics/Collision/World/Broadphase.cs:989)
and ```
InvalidOperationException: The BlobAssetReference is not valid. Likely it has already been unloaded or released.
Unity.Entities.BlobAssetReferenceData.ValidateNonBurst () (at Library/PackageCache/com.unity.entities@0.14.0-preview.19/Unity.Entities/Blobs.cs:254)
I guess there's something I missed about BlobAssetReference, would you mind telling me what it is? Thanks!