Multiplayer State Divergence Recorder View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
6000.3.9 or later
Package size
338 KB
Files
115
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11

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Multiplayer State Divergence Recorder

by Kevin Bjorvand (opens in new tab)

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Record every peer's state and find the first tick, object, member, and value where a multiplayer session diverged.

Price $109.99

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Last 6 months

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Price history for Multiplayer State Divergence Recorder, 6 months Current $109.99; lowest $54.99; highest $109.99 in this period. $0 $100 $200 Sep Oct Nov

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Multiplayer State Divergence Recorder screenshot 1

Multiplayer State Divergence Recorder screenshot 1

About this asset

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 do

  • Record 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.

From the publisher's Asset Store listing.

Technical details

PRODUCT TYPE

  • Editor and runtime recording components with editor comparison, reporting, and CI tools.

REQUIREMENTS

  • Unity 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 FEATURES

  • Per-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 LIMITS

  • Does 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.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.9f1 Compatible Compatible Compatible

Verified working in Unity 2022 and Unity 6.

As listed on the Asset Store.