So I have a ghost prefab with something like a linked list of entities as a kind of workaround for dynamic buffers not being supported by netcode. Each list node just has a reference to the Entity contained by that node and another Entity reference pointing to the next node.
I have a conversion system which constructs the list (it is fixed length during runtime).
The problem is with the “next” pointer which is set to null during sync since it doesn’t point to a ghost prefab. I solved it for now by patching netcode to just not change the Entity reference on the client if the server reference is set, but not to a ghost. Hoping this doesn’t break anything important
I’m not sure if the linked list makes the most sense, but I would think that this is something that should work (having entity references within a ghost prefab not be destroyed client-side). Any feedback regarding this would be very helpful.
Also, writing this I realized that having a reference to a child game object in a ghost prefab is probably an easier example which shows the same problem.