Multiplayer State Divergence Recorder
Kevin Bjorvand
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Record every peer's state and find the first tick, object, member, and value where a multiplayer session diverged.Verified working in Unity 2022 and Unity 6.A multiplayer desync is not "somewhere in the match." It starts at one tick, on one object, when one member first differs. Multiplayer State Divergence Recorder captures peer state and turns two long recordings into that exact first point.What it helps you doRecord deterministic state snapshots from every peer.Compare a reference peer with one or more clients.Find the first divergent tick, object, member, expected value, and observed value.Apply explicit tolerance and comparison rules for floats and noisy values.Index long recordings so investigation stays responsive.Integrate any netcode through a provider API or a declared schema.Export deterministic JSON, Markdown, and self-contained HTML evidence.Run recorded comparisons in batch mode and CI.Use it for lockstep, rollback, authoritative, replay, simulation, or custom networking code when logs tell you that peers disagreed but not where the disagreement began.The package is netcode agnostic: it does not intercept network traffic or guess which values define your game state. You choose the state provider or schema. A recorded difference identifies the first observed divergence, not necessarily the original bug that caused it.Read the complete documentation.PRODUCT TYPEEditor and runtime recording components with editor comparison, reporting, and CI tools.REQUIREMENTSUnity 2022.3 LTS or newer.No netcode package dependency; integration uses the included provider API or schema.No service, account, or network upload required.KEY FEATURESPer-peer, per-tick state recording with stable object and member identity.Exact first-divergence result: tick, object, member, reference value, and peer value.Configurable comparison rules and tolerances for numeric state.Indexed recording format for long sessions plus SHA-256 content evidence.Provider API and schema-based integration for custom or third-party netcode.36 explicit findings covering recording, schema, comparison, and evidence problems.JSON, Markdown, and self-contained HTML reports.Batch comparison and CI exit codes.IMPORTANT LIMITSDoes not capture packets, replace a network profiler, or choose game state automatically.Requires the same logical state to be recorded by each peer under stable identities.The first observed difference can be downstream of the original code defect.Recording cost depends on state volume and sample frequency; scope intentionally.Full documentation.AI-assisted image generation was used for the package icon artwork, and AI-assisted drafting was used for marketing copy and documentation formatting. All technical claims were sourced from the package, and the code, functionality, layouts, exports, and final text were manually reviewed and verified.

