I'm actually trying to create a quick networked test that shows server authoritative movement with client-side prediction. Since this physics engine is designed for networking I was wondering how much of this is going to be built-in or if I should start building my own features now. I am currently concerned about serializing and deserializing the physics world state. I'm not sure what the best practices are to achieve this. I am planning to implement this on my own if it will not be a feature built-in (or if it will take a long time), but I'm not sure exactly where to start. It seems like I should just be able to accomplish this by serializing and deserializing Translation, Rotation, and PhysicsVelocity components. If this is true, at what point in the player loop (or simulation lifecycle?) is the best place to serialize and deserialize?