Hello. I've decided to try separating simulation from rendering via multiple worlds. I have an idea on how it might work but wanted to get some feedback. I imagine that each sim entity I create would of course have no render components, they would have everything they need for the sim plus one component called, say, PresentationLink. PresentationLink would contain an int PrefabID, a reference to a render entity prefab that contains the render components plus some lerping components used to achieve the smooth 60fps look. As the camera moves, a simulation world system would be responsible for tagging 'visible' entities. These would have render world doppelgangers created with Entity references to their simulation world counterparts with some system or two keeping them in sync. The authoring workflow would typically involve sim world GameObjects and render world GameObjects. What do you think? Is this a good path? Have any advice or see any pitfalls? Thanks!