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Definitely look into bevy renet! You can also look into some guides to multiplayer in Bevy: Multiplayer in Rust using Renet and Bevy. I think your approach is not that bad, but you definitely can NOT serialize the whole world. I would recommend having specific components, that show a plugin to sync specific serializable components:

#[derive(Component)]
struct SyncTransformComponent;

fn send_components(
 query: Query<(Transform, Entity), With<SyncTransformComponent>,
 // ....
) {
 // serializing logic with serde and for example bincode
 // ...
 // sending logic
}

I wrote this example out of my head, but I hope you get the idea. With this logic, you could for every specific entity decide, …

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Answer selected by CraigBuilds
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