I managed to get it working after selecting "Convert And Inject Game Object"

using System;
using Unity.Entities;
using UnityEngine;
namespace Assets.Components
{
[GenerateAuthoringComponent]
[Serializable]
public struct InputComponent : IComponentData
{
public bool IsJumping;
public bool IsRunning;
public bool IsCrouching;
public Vector2 DeltaLook;
public Vector2 DeltaMove;
public double DeltaRotate;
}
}
using Assets.Components;
using Unity.Entities;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Assets.BehaviorSystems
{
public partial class InputActionsUpdatesInputComponent : SystemBase
{
InputActions inputActions;
protected override void OnCreate()
{
base.OnCreate();
inputActions = new InputActions();
inputActions.Enable();
}
protected override void OnUpdate()
{
InputSystem.Update();
InputComponent input = new InputComponent
{
IsJumping = inputActions.MainCharacter.Jump.IsPressed(),
IsRunning = inputActions.MainCharacter.Run.IsPressed(),
IsCrouching = inputActions.MainCharacter.Crouch.IsPressed(),
DeltaLook = inputActions.MainCharacter.Look.ReadValue<Vector2>(),
DeltaRotate = inputActions.MainCharacter.Rotate.ReadValue<float>(),
DeltaMove = inputActions.MainCharacter.Move.ReadValue<Vector2>()
};
this.Entities
.WithAll<InputComponent>()
.ForEach(
(ref InputComponent entity) =>
{
entity.IsJumping = input.IsJumping;
entity.IsRunning = input.IsRunning;
entity.IsCrouching = input.IsCrouching;
entity.DeltaLook = input.DeltaLook;
entity.DeltaRotate = input.DeltaRotate;
entity.DeltaMove = input.DeltaMove;
}
)
.Run();
}
}
}
using Assets.Components;
using Unity.Entities;
using UnityEngine;
namespace Assets.BehaviorSystems
{
public partial class InputComponentUpdatesAnimator : SystemBase
{
protected override void OnUpdate()
{
this.Entities
.WithAll<Animator, InputComponent>()
.ForEach(
(Animator animator, in InputComponent input) =>
{
animator.SetBool("IsJumping", input.IsJumping);
animator.SetBool("IsRunning", input.IsRunning);
animator.SetBool("IsCrouching", input.IsCrouching);
animator.SetFloat("DeltaLook.x", input.DeltaLook.x);
animator.SetFloat("DeltaLook.y", input.DeltaLook.y);
animator.SetFloat("DeltaMove.x", input.DeltaMove.x);
animator.SetFloat("DeltaMove.y", input.DeltaMove.x);
animator.SetFloat("DeltaRotate", (float)input.DeltaRotate);
}
)
.WithoutBurst()
.Run();
}
}
}