Quick answer: To fix a desync: capture the conditions when states diverge, identify the source of nondeterminism or missed synchronization, fix it, and verify states stay synced.

A desync is when players' game states diverge in a multiplayer game. These are the steps to fix one.

Step 1: Capture the Divergence Conditions

Start by capturing the conditions when the desync occurs: when did states diverge, what differs between players, and what was happening at the time? Desyncs are hard because they depend on the exact sequence and timing across clients, so capturing the conditions of real desyncs is the key to understanding them.

Bugnet helps capture the context: when a desync causes a crash or error, or when you log a detected desync, Bugnet records it with breadcrumbs and conditions, so you see what was happening when states diverged, giving you the real-world conditions that a desync depends on and that are hard to reproduce otherwise.

Step 2: Identify the Source of Divergence

Next, identify the source: desyncs come from nondeterminism (the same inputs producing different results on different clients, from floating-point differences, unsynced random seeds, order-dependent logic, timing) or from missed synchronization (a state change not propagated). Finding which source applies is the core of fixing the desync.

Bugnet helps narrow the source by showing the conditions across occurrences: if desyncs cluster around certain actions, devices, or sequences (visible in breadcrumbs and grouping), that points toward the specific nondeterministic operation or unsynchronized event causing the divergence, narrowing your search.

Step 3: Fix the Cause and Verify States Stay Synced

Finally, fix the source (make the logic deterministic, synchronize the random seeds, fix the order-dependence, or propagate the missed state) and verify states stay synced across clients. Because desyncs are intermittent and condition-dependent, verifying that the fix holds across real play is important.

Bugnet verifies per version: after your fix, it tracks whether desync-related crashes, errors, or detections decrease in the new version, so you confirm states are staying synced in real multiplayer play rather than assuming, important for an intermittent issue you cannot fully reproduce locally.

To fix a desync: capture the conditions when states diverge, identify the source (nondeterminism or missed synchronization), fix it, and verify states stay synced, desyncs depend on hard-to-reproduce conditions, so capturing what differs and when is key.