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
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.