I would like to ask around to see if anyone has done any research into this? In ue4's networking there is a system for relevancy, (ie users only receive updates for things nearby them, and when they go into a region they are updated with the state of objects in that region). If you look at this blog post: https://blogs.unity3d.com/2020/12/0...gameobjects-multiplayer-networking-framework/ you can find about half of the way down this line: Network relevance model: Sending the right data to each player enables developers to minimize their bandwidth costs and maximize players gameplay experiences. We’ll change MLAPI so new methods can be used to increase performance, lower the likelihood of cheating, and lower operating costs by lowering the amount of data sent. However this is the only location I can find any information on the subject, and it seems to be just a nebulous "we're working on it", now that being said I'm not adverse at all to simply doing it myself with a spatial hash grid, so is this something that I would need to build a new transport for? Side note: I also remember there being some kind of roadmap/vote on what you would like them to develop next, but I was unable to find it when making this post, so if someone has a link to it and it contains something about this, that would be super helpful.