Why doesn't my animated mesh get rendered?

I think it has something to do with my version not running the correct systems, here's a working sample:

5823841--617179--upload_2020-5-8_19-38-1.jpg

Here's my version:

5823841--617185--upload_2020-5-8_19-39-44.png

My version is running 3 fewer systems and also running a RigComputeMatricesSystem with different component requirements than the working sample.

I found a solution, it seems to be because I instantiated my rig prefab at the same time that I converted the game object. When I broke the spawning event out into a separate system, everything seems to work fine. That is super perplexing to me, does anyone know why that might be the case?

ORIGINAL

public class AnimationAuthor : MonoBehaviour, IConvertGameObjectToEntity, IDeclareReferencedPrefabs
{
    public GameObject RigPrefab;

    public void Convert(Entity entity, EntityManager manager, GameObjectConversionSystem converter)
    {
        var rigPrefabEntity = converter.GetPrimaryEntity(RigPrefab)
        var rigInstance = manager.Instantiate(rigPrefabEntity);
    }
}

CORRECT

public struct RigSpawner : IComponentData
{
    public Entity RigPrefab;
}

public class AnimationAuthor : MonoBehaviour, IConvertGameObjectToEntity, IDeclareReferencedPrefabs
{
    public GameObject RigPrefab;

    public void Convert(Entity entity, EntityManager manager, GameObjectConversionSystem converter)
    {
        var rigPrefabEntity = converter.GetPrimaryEntity(RigPrefab);

        manager.AddComponentData(entity, new RigSpawner
        {
            RigPrefab = rigPrefabEntity
        });
    }
}

[UpdateInGroup(typeof(InitializationSystemGroup))]
public class SpawnRigSystem : ComponentSystem
{
    protected override void OnUpdate()
    {
        Entities.ForEach((Entity entity, ref RigSpawner spawner) =>
        {
            var rigInstance = EntityManager.Instantiate(spawner.RigPrefab);
        });
    }
}

Because the conversion of the rendering parts wasn't finished.

You can't use runtime conversion with animation anyways as it uses editor only api's in more then one place. That's why the examples are using subscenes.

Could you elaborate? The examples all include a sub scene with a spawner game object. But the spawners are still monobehaviour scripts. Does that mean the sub scenes, and by extension the spawners, run and load first?