Quick answer: Enable the synchronizer to deliver the spawn state and push an explicit full sync (or set visibility) when a peer connects so they get current values.
Godot's MultiplayerSynchronizer is delta-based: it replicates a property when it changes. A late joiner who connects after a value last changed never receives it, so they render with the property's default.
How to fix it
1. Set visibility when peers connect
Connect to multiplayer.peer_connected and call set_visibility_for(peer_id, true) on the synchronizer so a fresh snapshot is delivered to the new peer.
2. Send current state on join
From the authority, RPC the current values to the newly connected peer in the connect handler, covering properties that have not changed recently.
3. Use a SceneReplicationConfig with spawn
Mark properties to replicate on spawn as well as on change in the synchronizer's replication config, so the initial spawn carries the latest values to anyone who joins.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.