When looking through the manual Ghost snapshots | Unity NetCode | 0.6.0-preview.7
It states under “Ghost snapshots”
How does one actually accomplish this?
If Ghost Authoring Component could be edited it would be as easy as unchecking a checkbox, but it doesn’t work.

Next thing I tried was creating a ghostVariant for the type RenderMesh.
[GhostComponentVariation(typeof(RenderMesh), "ClientOnlyRender")]
[GhostComponent(PrefabType = GhostPrefabType.Client, OwnerPredictedSendType = GhostSendType.All, SendDataForChildEntity = true)]
public struct RenderMeshClientOnly
{
[GhostField] public Mesh mesh;
[GhostField] public Material material;
[GhostField] public int subMesh;
[GhostField] public int layer;
[GhostField] public ShadowCastingMode castShadows;
[GhostField] public bool receiveShadows;
[GhostField] public bool needMotionVectorPass;
}
But when compiling it throws an error that GhostVariationComponents need to be a struct and implement IComponentData, however, RenderMesh is an ISharedComponentData, so I can’t seem to create a variation either?
ArgumentException: Invalid component type {type}. Must be a struct and implements IComponentData. System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <9577ac7a62ef43179789031239ba8798>:0) System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <9577ac7a62ef43179789031239ba8798>:0) System.RuntimeType.GetCustomAttributes (System.Type attributeType, System.Boolean inherit) (at <9577ac7a62ef43179789031239ba8798>:0) System.Attribute.GetCustomAttributes (System.Reflection.MemberInfo element, System.Type type, System.Boolean inherit) (at <9577ac7a62ef43179789031239ba8798>:0) System.Attribute.GetCustomAttribute (System.Reflection.MemberInfo element, System.Type attributeType, System.Boolean inherit) (at <9577ac7a62ef43179789031239ba8798>:0) System.Attribute.GetCustomAttribute (System.Reflection.MemberInfo element, System.Type attributeType) (at <9577ac7a62ef43179789031239ba8798>:0) System.Reflection.CustomAttributeExtensions.GetCustomAttribute (System.Reflection.MemberInfo element, System.Type attributeType) (at <9577ac7a62ef43179789031239ba8798>:0) System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T] (System.Reflection.MemberInfo element) (at <9577ac7a62ef43179789031239ba8798>:0) Unity.NetCode.GhostAuthoringModifiers.InitVariantCache () (at Library/PackageCache/com.unity.netcode@0.6.0-preview.7/Runtime/Authoring/Hybrid/GhostAuthoringModifiers.cs:99) Unity.NetCode.GhostAuthoringModifiers…cctor () (at Library/PackageCache/com.unity.netcode@0.6.0-preview.7/Runtime/Authoring/Hybrid/GhostAuthoringModifiers.cs:43) Rethrow as TypeInitializationException: The type initializer for ‘Unity.NetCode.GhostAuthoringModifiers’ threw an exception.
Am I supposed to pull the HDRP Package in locally, so that I can add [GhostComponent(PrefabType=GhostPrefabType.Client)] to the actual definition itself?
Am I just missing the easy solution? How would one go about not rendering the ghost’s visuals on the server?