as someone relatively new i was wondering if netcode for entites is in a stable enough state to consider learning/developing around it, or if it is better to first develop without the use of netcode for entities then wait for it to officially release and move everything to it
i was also wondering if ghosts needed to be set up beforehand or if they could be created at runtime/on demand, and purely in-script?
what are the complexity limits for synchronized entities? do they handle complex entity hierarchy's well? or complicated components/systems?
is it possible to not share an entity with a particular client but still share it with others? (such as an entity is inside a building, and a few players are outside the building while all others are inside)