Haha, yeah, we had proximity based updates in Forge Networking Classic. We are just porting the logic over to Forge Networking Remastered now. You basically can just set a radius in which you want people to update each other. If a client is outside of the radius (and it is a proximity message) then it will not receive the message otherwise if it is within the radius, it will receive and process the message. We also send a network message when a client leaves or enters the radius, this is good for turning off renderers and optimizing the performance so client's don't get slowed down processing useless information. Also no problem on the docs. They are a bit rough because they are incomplete, but we are working on finishing them up and continually adding each new feature to it. We also update the docs based on frequently asked questions as well as tips and tricks. So we might be turning them into web pages that can easily be searched in the future due to their size.