A proximity voice chat system for Java + Bedrock crossplay servers (Geyser + Floodgate) that dynamically moves players between Discord voice channels based on their in-game location. Designed to be stable, lightweight, and avoid previous dependency and syncing issues. Goal: Allow players to naturally hear others nearby by automatically grouping them into voice channels without crashes or desync problems. Core Features: 1. Discord Integration (Stable Method) - Uses DiscordSRV as the bridge - DOES NOT use JDA or external libraries directly This avoids: - Jackson errors - missing dependencies - plugin crashes 2. Dynamic Voice Channels (LIMITED SYSTEM) Instead of unlimited channels, the plugin creates a fixed number of channels. Example: - Voice-1 - Voice-2 - Voice-3 Players are assigned to the nearest group. 3. Distance-Based Grouping Players are grouped based on proximity. Example: - Within 40 blocks → same channel - Far away → different channel 4. Smart Channel Assignment The world is divided into zones (grid system). Example: - Each 80x80 block area = 1 voice channel Players in same zone → same channel 5. Controlled Channel Switching To prevent bugs: - Switch delay: 3–5 seconds - Only move if player changes zone significantly - No rapid switching 6. Max Channel Limit (IMPORTANT) Limit number of active channels: Example: Max 5 channels If full: → nearest group is reused 7. World Separation Different worlds use separate channel groups: Example: - Overworld Voice-1 - Nether Voice-1 8. Fail-Safe System - If DiscordSRV missing → plugin disables - If channel missing → fallback to default No crashes. 9. Optional Commands /voice toggle /voice info 10. Bedrock Compatibility - No mods required - Uses Discord voice - Fully compatible with Geyser players Why This Version Works: - No custom Discord API → no dependency errors - Limited channels → avoids overload - Delay system → prevents spam switching - Grid system → predictable behavior Channels creates a proximity voice system by grouping players into fixed Discord voice channels based on location, using controlled switching to ensure stability and compatibility.