Exception when using prefab with physics collider component

I initially thought that there was a problem with the way I spawn prefab instances. Everytime I attempt to spawn more instances of the prefab, there will be an exception that looks like this,

Uncaught RuntimeError: null function or function signature mismatch
    at syncWorldToPhysics(ecs_world_t*, PhysicsContext*) 00413026:wasm-function[106]:0x7628
    at stepPhysics(ecs_world_t*, PhysicsContext*, float) 00413026:wasm-function[112]:0x887e
    at c8EmAsm_progressWorld 00413026:wasm-function[28]:0x21a2
    at Object.<anonymous> runtime.js
    at k runtime.js
    at F runtime.js
    at Object.tick runtime.js
    at r runtime.js
    at (anonymous) runtime.js
    at e runtime.js

But when I saw that the exception is physics related and tried removing the physics collider, the exception is cleared.

I then took the sample world effect, tap to place project and modify to add physics to all objects.

  1. Adding static physics collider to the Ground object
  2. Adding a dynamic physics collider to the Tree prefab
  3. Adjusting the spawn position higher, allowing it to drop

And the same issue came up, after I spawn the 3rd instance.

Some other observations:

  1. When spawning the 2nd instance, the 1st instance position would get reset and falls down together with the 2nd. When the 3rd instance is spawn, all instances glitch through ground and physics related exception comes up.
  2. When the 1st instance wasn’t place properly and fell through the floor, falling indefinitely, the 2nd instance will spawn and drop really fast, as if it inherited the 1st instance’s velocity.

Is this a bug related to ECS physics collider component? Or should I approach it differently? Like adding physics collider after spawning the prefab?