Timing and dependency against CollisionWorld

I have a SystemBase system that includes a job that does a CastRay against the CollisionWorld.

To run in FixedUpdate(), I previously:

  1. Added the [DisableAutoCreation] attribute to my SystemBase system
  2. Manually called mySystem.Update() from FixedUpdate() in a monobehaviour
  3. To ensure physics world updates first, in OnUpdate():
this.Dependency = JobHandle.CombineDependencies(this.Dependency, buildPhysicsWorld.GetOutputDependency());

In entities/unity physics 1.2.3 I think I need to:

Replace [DisableAutoCreation] with:

[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsInitializeGroup))]

Does this look correct, and do I still need some kind of CombineDendencies()?