Ignoring invalid [UpdateBefore] attribute on InputResponseMovementSystem targeting Unity.Physics.Systems.BuildPhysicsWorld.
This attribute can only order systems that are members of the same ComponentSystemGroup instance.
Make sure that both systems are in the same system group with [UpdateInGroup(typeof(Unity.NetCode.PredictedPhysicsSystemGroup))],
or by manually adding both systems to the same group's update list.
UnityEngine.Debug:LogWarning (object)
Unity.Debug:LogWarning (object) (at Library/PackageCache/com.unity.entities@0.50.1-preview.2/Unity.Entities/Stubs/Unity/Debug.cs:15)
Unity.Entities.ComponentSystemSorter:FindConstraints (System.Type,Unity.Entities.ComponentSystemSorter/SystemElement[]) (at Library/PackageCache/com.unity.entities@0.50.1-preview.2/Unity.Entities/ComponentSystemSorter.cs:311)
Unity.Entities.ComponentSystemGroup:GenerateMasterUpdateList () (at Library/PackageCache/com.unity.entities@0.50.1-preview.2/Unity.Entities/ComponentSystemGroup.cs:358)
Unity.Entities.ComponentSystemGroup:RecurseUpdate () (at Library/PackageCache/com.unity.entities@0.50.1-preview.2/Unity.Entities/ComponentSystemGroup.cs:306)
Unity.Entities.ComponentSystemGroup:RecurseUpdate () (at Library/PackageCache/com.unity.entities@0.50.1-preview.2/Unity.Entities/ComponentSystemGroup.cs:315)
Unity.Entities.ComponentSystemGroup:RecurseUpdate () (at Library/PackageCache/com.unity.entities@0.50.1-preview.2/Unity.Entities/ComponentSystemGroup.cs:315)
Unity.Entities.ComponentSystemGroup:RecurseUpdate () (at Library/PackageCache/com.unity.entities@0.50.1-preview.2/Unity.Entities/ComponentSystemGroup.cs:315)
Unity.Entities.ComponentSystemGroup:SortSystems () (at Library/PackageCache/com.unity.entities@0.50.1-preview.2/Unity.Entities/ComponentSystemGroup.cs:452)
Unity.NetCode.ClientServerBootstrap:CreateServerWorld (Unity.Entities.World,string,Unity.Entities.World) (at Library/PackageCache/com.unity.netcode@0.50.1-preview.19/Runtime/ClientServerWorld/ClientServerBootstrap.cs:316)
Unity.NetCode.ClientServerBootstrap:CreateDefaultClientServerWorlds (Unity.Entities.World) (at Library/PackageCache/com.unity.netcode@0.50.1-preview.19/Runtime/ClientServerWorld/ClientServerBootstrap.cs:81)
Unity.NetCode.ClientServerBootstrap:Initialize (string) (at Library/PackageCache/com.unity.netcode@0.50.1-preview.19/Runtime/ClientServerWorld/ClientServerBootstrap.cs:64)
Unity.Entities.DefaultWorldInitialization:Initialize (string,bool) (at Library/PackageCache/com.unity.entities@0.50.1-preview.2/Unity.Entities/DefaultWorldInitialization.cs:133)
Unity.Entities.AutomaticWorldBootstrap:Initialize () (at Library/PackageCache/com.unity.entities@0.50.1-preview.2/Unity.Entities.Hybrid/Injection/AutomaticWorldBootstrap.cs:16)
But I do have the systems in the same group:
[UpdateInWorld(TargetWorld.ClientAndServer)]
[UpdateInGroup(typeof(PredictedPhysicsSystemGroup))]
// want to change the Velocity BEFORE the physics is run (which happens after BuildPhysicsWorld)
// so it is not like the input had no affect on the player for a frame), so we run before BuildPhysicsWorld
[UpdateBefore(typeof(BuildPhysicsWorld))]