My use case is this:
I have a bunch of synced prefabs shared by client and server. They are supposed to only be instantiated by the server because they are predicted.
However, I want to also instantiate them client-side and non-predicted, such that all the clients can see the prefabs on display. Say, in a grid for example.
If I instantiate them in a ClientSimulation system, I get the error: Entity Unity.Entities.Entity is not a valid ghost ...
I'm thinking it might work if I remove all of the netcode components on instantiation, but I really hope there's a simpler and less time consuming solution.
So, is there?