Is it possible to disable Netcode (Client/Server Worlds) for a Scene?

Just wondering if it is possible to disable Netcode for a scene, so that instead of creating Client/Server worlds, one Default World is created and netcode does not run at all?

I wanted to make a simple test scene using physics but I am getting the error: “The default physics world on the client contains a dynamic physics object which is not a ghost. This is not supported, in order to have client-only physics you must setup a custom physics world for it.”

I am seeing info on custom bootstrapping but I wouldn’t even know how to approach bootstrapping conditionally based on the scene that is currently being run.

Was able to get it working with this:

public class GameBootstrap : ClientServerBootstrap
{
    public override bool Initialize(string defaultWorldName)
    {
        Scene scene = SceneManager.GetActiveScene();
        if (scene.name == "Interact")
        {
            CreateLocalWorld(defaultWorldName); // local, no netcode bootstrap
            return true;
        }
        else
        {
            AutoConnectPort = 7979;
            return base.Initialize(defaultWorldName); // client/server bootstrap
        }
    }
}

References:
https://docs.unity3d.com/Packages/com.unity.netcode@1.0/manual/client-server-worlds.html

See also: NetcodeSamples HelloNetcode Bootstrapping Sample.