There is a problem with using the Content Management and EntityPrefabReference together

First, I generated the AssetBundle using the “Assets>Publish>Content Update” tool. Then I set up HTTP-SERVER on this folder. Then added the ENABLE_CONTENT_DELIVERY micro in PlayerSettings “Scripting Define Symbols”. Finally, the project is packaged into APK. Run it on Android phones, I found that when I created RequestEntityPrefabLoaded, it won’t generate PrefabLoadResult. No objects could be generated in the scene. Why is that?
9124888--1266319--upload_2023-7-5_10-54-19.png
9124888--1266322--upload_2023-7-5_10-54-41.png


It’s the code:

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

public struct TestPrefabSpawner : IComponentData
{
    public EntityPrefabReference prefab;
}

public class TestLoadPrefab : MonoBehaviour
{
    public GameObject prefab;

    public class Baker : Baker<TestLoadPrefab>
    {
        public override void Bake(TestLoadPrefab authoring)
        {
            Entity entity = GetEntity(TransformUsageFlags.None);

#if UNITY_EDITOR
            AddComponent(entity, new TestPrefabSpawner()
            {
                prefab = new EntityPrefabReference(authoring.prefab)
            });
#endif
        }
    }
}

// Provides tag for load callback discrimination
public struct TestTag : IComponentData { }

[BurstCompile]
[RequireMatchingQueriesForUpdate]
public partial struct TestPrefabSystem : ISystem
{
    ComponentLookup<PrefabLoadResult> loadResultLookup;
    private int frame;

    [BurstCompile]
    void OnCreate(ref SystemState state)
    {
        frame = 0;
        loadResultLookup = state.GetComponentLookup<PrefabLoadResult>();

        state.RequireForUpdate<TestPrefabSpawner>();
    }

    [BurstCompile]
    public partial struct LoadJob : IJobEntity
    {
        public EntityCommandBuffer ecb;

        // Load callback
        void Execute(Entity entity, in TestTag tag, in PrefabLoadResult loadResult)
        {
            Entity inst = ecb.Instantiate(loadResult.PrefabRoot);
            ecb.SetName(inst, "TestCube");

            Debug.Log("AAAAAAAAAAAAAAAAADD TestCube");

            // remove reqeust entity on loaded
            ecb.DestroyEntity(entity);
        }
    }

    [BurstCompile]
    void OnUpdate(ref SystemState state)
    {
        loadResultLookup.Update(ref state);
        var ecbSingleton = SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>();
        EntityCommandBuffer ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);

        // load callback Job
        LoadJob job = new LoadJob
        {
            ecb = ecb
        };
        job.Schedule();

        frame++;

        // Create a cubte every 300 frams
        if ((frame + 30) % 300 != 0)
        {
            return;
        }

        if (!SystemAPI.TryGetSingleton<TestPrefabSpawner>(out TestPrefabSpawner spawner))
        {
            return;
        }

        // Start loading, instantiate in the load callback Job
        Entity loaderEntity = state.EntityManager.CreateEntity();
        state.EntityManager.AddComponentData(loaderEntity, new RequestEntityPrefabLoaded()
        {
            Prefab = spawner.prefab
        });
        state.EntityManager.AddComponentData(loaderEntity, new TestTag());
       
        Debug.Log("AAAAAAAAAAAAAAAAADD A CUBE");
    }
}

There’s no
“AAAAAAAAAAAAAAAAADD TestCube”
printed at all.

Hello! Have you found out what caused the problem?