Ignoring invalid [Unity.Entities.UpdateAfterAttribute] attribute on NSprites.FullScreenSpriteSystem targeting NSprites.UpdateCullingDataSystem.
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.Entities.SimulationSystemGroup))],
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/Unity.Entities/Stubs/Unity/Debug.cs:13)
Unity.Entities.ComponentSystemSorter:WarnAboutAnySystemAttributeBadness (int,Unity.Entities.ComponentSystemGroup) (at ./Library/PackageCache/com.unity.entities/Unity.Entities/ComponentSystemSorter.cs:498)
Unity.Entities.ComponentSystemGroup:GenerateMasterUpdateList () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/ComponentSystemGroup.cs:484)
Unity.Entities.ComponentSystemGroup:RecurseUpdate () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/ComponentSystemGroup.cs:404)
Unity.Entities.ComponentSystemGroup:SortSystems () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/ComponentSystemGroup.cs:592)
Unity.Entities.DefaultWorldInitialization:AddSystemToRootLevelSystemGroupsInternal (Unity.Entities.World,Unity.Collections.NativeList`1<Unity.Entities.SystemTypeIndex>) (at ./Library/PackageCache/com.unity.entities/Unity.Entities/DefaultWorldInitialization.cs:293)
Unity.Entities.DefaultWorldInitialization:Initialize (string,bool) (at ./Library/PackageCache/com.unity.entities/Unity.Entities/DefaultWorldInitialization.cs:143)
Unity.Entities.AutomaticWorldBootstrap:Initialize () (at ./Library/PackageCache/com.unity.entities/Unity.Entities.Hybrid/Injection/AutomaticWorldBootstrap.cs:16)
I have a Unity 6 project with this setup...
... and I pulled ...
... into my project with success. Great work!
I see the following warning. Please fix.