This has been a long term issue that just randomly happens but it's very annoying
InvalidCastException: Specified cast is not valid.
at (wrapper castclass) System.Object.__castclass_with_cache(object,intptr,intptr)
at System.Runtime.InteropServices.Marshal.GetDelegateForFunctionPointer[TDelegate] (System.IntPtr ptr) [0x00010] in <b89873cb176e44a995a4781c7487d410>:0
at Unity.Burst.FunctionPointer`1[T].get_Invoke () [0x00008] in .\Library\PackageCache\com.unity.burst@1.8.8\Runtime\FunctionPointer.cs:70
at Unity.Entities.Content.RuntimeContentManager.ProcessQueuedCommands$BurstManaged () [0x00075] in .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\Content\RuntimeContentManager.cs:686
at Unity.Entities.Content.RuntimeContentManager+ProcessQueuedCommands_00001ABD$BurstDirectCall.Invoke () [0x0000f] in <11dadc1d746d4394ace81d7c8c860a3f>:0
at Unity.Entities.Content.RuntimeContentManager.ProcessQueuedCommands () [0x00000] in .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\Content\RuntimeContentManager.cs:673
at Unity.Entities.Content.RuntimeContentSystem.Update () [0x00001] in .\Library\PackageCache\com.unity.entities@1.0.16\Unity.Entities\Content\RuntimeContentSystem.cs:94 ```
I don't have burst on and after a domain reload function pointers can just randomly break like the above example