The Issue is that this adds blip on entity in the client side, so if the player distance is above the limit set by onesync for entities then no such entity will exist in the client to add a blip for.
But if you read the source code, you’ll see that it doesn’t attach the blip to entities. It creates normal blips (the ones you’d use for different locations…)
You get player source ids from the server, and you send it every 3 seconds to the client (3 seconds by default). Afterwards, you get the player from the server id in the client, you get coordinates for every one of them and just display it as a normal blip. If OneSync does not render normal blips, than I’m mistaken.