Struct LateSyncSystem Extends ISystem
System that runs after all movement systems and repairs the agent's path and syncs its orientation to the associated Transform component, if one exists.
Repairing the path after running all the movement simulations is not strictly necessary, but it ensures that any other scripts querying properties like the remaining path, or if the agent has reached its destination, will see up to date information immediately.
If the FollowerEntity was not in a subscene, we need to sync the internal entity's position and rotation to the Transform that the FollowerEntity component is attached to. However, if it was placed in a subscene, the Transform and FollowerEntity component won't even exist at runtime (except when debugging in the unity editor), and so the sync can be skipped.