Thread title + Can you share your workflow when it comes to instantiating prefabs and serializing game state in ECS? I'm looking for a way to spawn Entities in some universal way, as you would with Prefab.Instantiate(). But when it comes to instantiating entities, it means keeping around inactive ones and filtering them in every system. Alternatively, I can have my custom factories but that means that each object type needs its spawning system and there are many potential problems. Since I usually find that I'm reinventing the wheel, I thought I'd ask first before getting into implementation and a bunch of dead ends.