Quick answer: Replicate each player's equipped cosmetic IDs as part of their networked state and apply the matching visuals on remote representations, loading assets on demand as needed.
Everyone else looking like the default character while you see your own skin means cosmetic state is local-only. Replicating the equipped cosmetic IDs and applying them on remote avatars makes skins visible to all players.
How to fix it
1. Replicate equipped cosmetic IDs
Add the player's equipped skin, weapon, and accessory IDs to their replicated state so every client knows what to render on that player, not just the owner.
2. Apply visuals on remote avatars
When the replicated cosmetic IDs arrive or change, swap the meshes, materials, and attachments on the remote representation, loading assets on demand if they are not resident.
3. Validate ownership server-side
Confirm the player actually owns each equipped cosmetic before replicating it so a tampered client cannot broadcast skins it has not unlocked.
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 Unity 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.