Quick answer: Watch for players seeing different game states, positions or outcomes not matching between clients, confusing multiplayer-only bugs, and complaints about things differing between players. Desync is clients diverging from one another.
Desync, clients in a multiplayer session ending up with different game states, produces confusing bugs and breaks the shared experience. Here are the signs your game has a desync problem.
Players Seeing Different Game States
The defining sign is players in the same session seeing different things, positions, scores, or world state not matching between clients. If one player sees an outcome and another sees something different, the clients have diverged, which is desync. Reports of 'it looked different on my screen' point directly at it.
Bugnet captures crashes and errors from clients and the server, so divergence-related issues surface. Players seeing different game states is the defining sign of desync, and because it depends on the interaction between machines, capturing issues from both clients and the server (to see the divergence) is important for diagnosing it.
Confusing Bugs That Only Happen With Multiple Players
A sign is confusing bugs that only occur in multiplayer (not single-player) and depend on the interaction between clients, outcomes that don't make sense, actions that register differently for different players. If you have bugs that only manifest with multiple players and seem inconsistent, desync is a likely cause.
Bugnet captures crashes and errors with context from clients and server, so multiplayer-only issues are identifiable. Confusing multiplayer-only bugs are a sign of desync, since they arise from the distributed state diverging between clients, which is why they're inconsistent and hard to reproduce, and why field capture from both sides helps trace them.
Complaints About Things Differing Between Players
Player-reported signs include complaints that something happened differently for different players, a hit that registered for one but not another, a different outcome on each screen, the game state disagreeing. These complaints point at clients diverging, the players are experiencing the desync directly.
Bugnet captures issues from the field across clients, so you can see the divergence players report. Complaints about things differing between players are players directly experiencing desync, and capturing the issues (from both clients) helps you see where the state diverges, pointing at the synchronization problem to fix (often a missing single source of truth or network-handling issue).
Watch for players seeing different game states, positions or outcomes not matching between clients, confusing multiplayer-only bugs, and complaints about things differing between players. Desync is clients diverging from one another.