title: Visual Scripting Dots Package Assemble issue
body: <p>So I just created a new project to mess around with visual scripting, ECS and DOTS but I'm having some issues to get some of the unity physics stuff to work VisualScriptingPhysics.cs it says that it has Assemble reference missing but I have check the docs and it has all the references it would need to work what am I missing</p>
  <p>I'm getting 2 errors in the console</p>
  <p>Library\PackageCache\com.unity.visualscripting.entities@0.4.0-preview.1\Runtime\VisualScriptingPhysics.cs(94,58): error CS0246: The type or namespace name 'ICollisionEventsJob' could not be found (are you missing a using directive or an assembly reference?)</p>
  <p>Library\PackageCache\com.unity.visualscripting.entities@0.4.0-preview.1\Runtime\VisualScriptingPhysics.cs(94,39): error CS0246: The type or namespace name 'ITriggerEventsJob' could not be found (are you missing a using directive or an assembly reference?)</p>
  <p>witch is referencing this <code>struct CollectCollisionsJob : ITriggerEventsJob, ICollisionEventsJob</code> witch is in VisualScriptingPhysics.cs a part of Visual Scripting package for it to be compatible with unity physics and the reference that it says it needs in the doc is Unity.Physics witch is at the top of the code would there be any way to fix this manual please let me know</p>
  <p>full code for the file that is throwing error keep in mind that this is part of a package and not my code let me know if its something I can fix or do I have to wait till unity update their package</p>
  <pre><code>#if VS_DOTS_PHYSICS_EXISTS
  using System;
  using System.Collections.Generic;
  using Runtime;
  using Unity.Collections;
  using Unity.Entities;
  using Unity.Jobs;
  using Unity.Physics;
  using Unity.Physics.Systems;
  using UnityEngine.VisualScripting;
  
  namespace VisualScripting.Physics
  {
      public static class VisualScriptingPhysics
      {
          [Hidden]
          struct VisualScriptingTriggerEvent : IVisualScriptingEvent {}
  
          [Hidden]
          struct VisualScriptingCollisionEvent : IVisualScriptingEvent {}
  
          public static readonly ulong TriggerEventId = VisualScriptingEventUtility.ComputeEventTypeHash&lt;VisualScriptingTriggerEvent&gt;();
          public static readonly ulong CollisionEventId = VisualScriptingEventUtility.ComputeEventTypeHash&lt;VisualScriptingCollisionEvent&gt;();
  
          [Flags]
          public enum EventType
          {
              Collision = 1,
              Trigger = 2
          }
  
          public static JobHandle SetupCollisionTriggerData(EntityManager entityManager, int frame,
              ref NativeHashMap&lt;(Entity, Entity), CollisionTriggerData&gt; nativeMultiHashMap, EntityQuery q,
              EventType collisionMode, JobHandle inputDeps)
          {
              var calculateEntityCount = q.CalculateEntityCount();
              if (nativeMultiHashMap.Capacity &lt; calculateEntityCount)
                  nativeMultiHashMap.Capacity = calculateEntityCount * 2; // Register the collision with both EntityA and EntityB as a key
  
              var job = new CollectCollisionsJob
              {
                  Frame = frame,
                  CollInfos = nativeMultiHashMap,
              };
  
              var buildPhysicsWorldSystem = entityManager.World.GetOrCreateSystem&lt;BuildPhysicsWorld&gt;();
              var stepPhysicsWorldSystem = entityManager.World.GetOrCreateSystem&lt;StepPhysicsWorld&gt;();
              switch (collisionMode)
              {
                  case EventType.Collision:
                      job.EventType = EventType.Collision;
                      return ICollisionEventJobExtensions
                          .Schedule(job, stepPhysicsWorldSystem.Simulation, ref buildPhysicsWorldSystem.PhysicsWorld, inputDeps);
                  case EventType.Trigger:
                      job.EventType = EventType.Trigger;
                      return ITriggerEventJobExtensions
                          .Schedule(job, stepPhysicsWorldSystem.Simulation, ref buildPhysicsWorldSystem.PhysicsWorld, inputDeps);
                  default:
                      throw new NotImplementedException();
              }
          }
  
          public struct CollisionTriggerData : IEquatable&lt;CollisionTriggerData&gt;
          {
              public Entity Other;
              public int Frame;
              public CollisionState State;
              public EventType EventType;
  
              public bool Equals(CollisionTriggerData other)
              {
                  return Other.Equals(other.Other);
              }
  
              public override bool Equals(object obj)
              {
                  return obj is CollisionTriggerData other &amp;&amp; Equals(other);
              }
  
              public override int GetHashCode()
              {
                  return Other.GetHashCode();
              }
          }
  
          public enum CollisionState
          {
              None,
              Enter,
              Stay,
              Exit,
          }
  
          struct CollectCollisionsJob : ITriggerEventsJob, ICollisionEventsJob
          {
              public int Frame;
              public NativeHashMap&lt;(Entity, Entity), CollisionTriggerData&gt; CollInfos;
              public EventType EventType;
  
              public void Execute(TriggerEvent triggerEvent)
              {
                  var ea = triggerEvent.EntityA;
                  var eb = triggerEvent.EntityB;
                  Process(ea, eb);
              }
  
              public void Execute(CollisionEvent collisionEvent)
              {
                  var ea = collisionEvent.EntityA;
                  var eb = collisionEvent.EntityB;
                  Process(ea, eb);
              }
  
              void Process(Entity ea, Entity eb)
              {
                  RegisterCollisionData(ea, eb);
                  RegisterCollisionData(eb, ea);
              }
  
              void RegisterCollisionData(Entity self, Entity other)
              {
                  bool found = false;
                  if (CollInfos.TryGetValue((self, other), out var collInfo))
                  {
                      found = true;
                      if (collInfo.Frame == Frame - 1) // had a collision during the prev frame
                      {
                          collInfo.State = CollisionState.Stay;
                          collInfo.Frame = Frame;
                          CollInfos[(self, other)] = collInfo;
                      }
                  }
  
                  // new collision
                  if (!found)
                  {
                      CollInfos.Add((self, other), new CollisionTriggerData
                      {
                          Other = other,
                          Frame = Frame,
                          State = CollisionState.Enter,
                          EventType = EventType
                      });
                  }
              }
          }
      }
  }
  #endif
  </code></pre>
  <p>here is all the packages I have installed with the version and date they were updated i have tried to change the version of a different package but keep getting the same error</p>
  <p>Burst Version 1.3.3 - June 26, 2020</p>
  <p>Castle Core Version 1.0.1 - June 13, 2019</p>
  <p>Collections Version 0.11.0-preview.17 - July 22, 2020</p>
  <p>Custom NUnit Version 1.0.0 - April 03, 2019</p>
  <p>Entities Version 0.13.0-preview.24 - July 22, 2020</p>
  <p>Graph Tools Foundation Version 0.3.0-preview.1 - July 31, 2020</p>
  <p>Havok Physics for Unity Version 0.3.1-preview - July 28, 2020</p>
  <p>Hybrid Renderer Version 0.7.0-preview.24 - July 22, 2020</p>
  <p>Input System Version 1.0.0 - April 29, 2020</p>
  <p>Jobs Version 0.4.0-preview.18 - July 22, 2020</p>
  <p>Mathematics Version 1.1.0 - July 11, 2019</p>
  <p>Mono Cecil Version 0.1.5-preview - April 03, 2019</p>
  <p>Moq Version 1.0.0 - June 13, 2019</p>
  <p>Newtonsoft Json Version 2.0.0-preview - December 13, 2019</p>
  <p>Performance testing API Version 2.2.0-preview - May 27, 2020</p>
  <p>Platforms Version 0.6.0-preview.1 - July 07, 2020</p>
  <p>Properties Version 1.3.1-preview - June 17, 2020</p>
  <p>Properties UI Version 1.3.1-preview - June 18, 2020</p>
  <p>Scriptable Build Pipeline Version 1.6.4-preview - February 11, 2020</p>
  <p>Searcher Version 4.0.9 - November 11, 2019</p>
  <p>Serialization Version 1.3.1-preview - June 18, 2020</p>
  <p>Test Framework Version 1.1.16 - July 27, 2020</p>
  <p>TextMeshPro Version 3.0.1 - July 27, 2020</p>
  <p>Timeline Version 1.3.4 - June 11, 2020</p>
  <p>Unity Collaborate Version 1.3.8 - June 12, 2020</p>
  <p>Unity Physics Version 0.4.1-preview - July 27, 2020</p>
  <p>Unity UI Version 1.0.0 - August 05, 2020</p>
  <p>Visual Scripting ECS Version 0.4.0-preview.1 - July 31, 2020</p>
  <p>Visual Studio Code Editor Version 1.2.1 - May 20, 2020</p>
  <p>Visual Studio Editor Version 2.0.2 - June 02, 2020</p>