[OneSync] Severe vehicle/entity desync with repeated ownership migration and invalid uniqifier – reproducible on clean server

Hello,

I am experiencing a very unusual and severe synchronization problem with FiveM/OneSync that I have been trying to diagnose for quite some time.

I am posting this as a possible OneSync/entity synchronization bug because I have been able to reproduce the issue outside of my actual server setup.

VIDEO:

The problem is visible in the video. Vehicles/entities appear to become severely desynchronized. The exact visual behavior is difficult to describe, which is why I am including the video.


SERVER INFORMATION

FXServer:
[INSERT EXACT FXServer ARTIFACT HERE]

GTA Game Build:
3095

OneSync:
Tested with multiple OneSync configurations/modes, including “on”.

Server:
Dedicated server

CPU:
AMD Ryzen 7 9700X

RAM:
64 GB DDR5

Host:
TubeHosting

Location:
Germany / EU


WHAT I HAVE ALREADY TESTED

I have spent a considerable amount of time trying to isolate the problem.

The following have all been tested:

  • Completely fresh GTA installation
  • Completely fresh FiveM installation
  • Completely fresh Windows installation
  • Completely fresh FXServer installation
  • Separate clean test server
  • Removing/stopping all custom resources
  • Testing without ESX
  • Testing without JG Advanced Garages
  • Testing JG Advanced Garages with and without:
    Config.SpawnVehiclesWithServerSetter
  • Testing different OneSync configurations/modes
  • Testing with a clean server configuration
  • No server hitch warnings
  • Server has more than sufficient hardware resources

The problem still occurs.

This is important because the issue is NOT limited to my production server or my ESX setup.

I can reproduce the problem on a clean test environment.


PRODUCTION SERVER

My production server uses:

ESX Legacy 1.13.4 (slightly modified)

However, the problem also occurs on a separate clean test server, so I do not believe ESX is the cause.

My production server uses:

sv_maxclients 128
sv_enforceGameBuild 3095

Relevant network/security convars:

sv_enableNetworkedSounds false
sv_enableNetworkedScriptEntityStates false
sv_enableNetworkedPhoneExplosions false
sv_filterRequestControl 2


CLEAN TEST SERVER

The test server uses:

sv_maxclients 128 (with License)
sv_enforceGameBuild 3095

It was created specifically to determine whether one of my resources/frameworks was causing the issue.

The issue still occurs.


NETWORK / PL

The FiveM netgraph shows approximately 1–2% PL at times.

However, this does NOT appear to be isolated to my own connection.

Other players connected to the same completely empty test server also see approximately 1–2% PL.

Therefore I do not believe the PL value alone explains the issue.

The server itself also does not produce hitch warnings.


ONESYNC LOG

I enabled:

onesync_logFile “sync.log”

during reproduction of the problem.

The resulting log contains several unusual synchronization messages.

For example, the same AUTOMOBILE network object is repeatedly migrated to the same remote player within milliseconds:

GiveObjectToClient: Migrating object [netObj:9:AUTOMOBILE]
from us to NX | Lara (remote player).

This message occurs repeatedly within a very short period of time.

There are also entries such as:

ProcessSyncAck: invalid uniqifier for X

HandleCloneUpdate

dependent frame is … (our last frame …)

Remote-migrating object [netObj:X:AUTOMOBILE]
from ItzS1nd to NX | Lara

ObjectIds_StealObjectId

and entity removal/re-registration events.

I have attached the relevant onesync_logFile output.


WHAT I AM TRYING TO DETERMINE

At this point I am mainly trying to determine whether this is:

  1. An actual OneSync/entity ownership migration issue
  2. A clone synchronization/state tracking issue
  3. A network/packet ordering issue
  4. A specific interaction between the GTA game build and OneSync
  5. Or something else entirely

I have already spent a significant amount of time eliminating scripts, frameworks, installations and hardware as possible causes.

The most interesting part to me is the repeated AUTOMOBILE ownership migration together with the “invalid uniqifier” / CloneUpdate messages.

Has anyone seen this exact behavior before?

If someone familiar with OneSync internals could look at the attached log and tell me what the migration/uniqifier sequence actually means, I would really appreciate it.

I am happy to provide additional logs or reproduction information if necessary.

Thank you.

Here is the Video Link: https://cdn.discordapp.com/attachments/1488048646951014420/1541526931541852181/2026-08-24_20-25-37.mp4?ex=6a8dea54&is=6a8c98d4&hm=33a3b5dc8b809892b89589ab6a88f2e4fee410c13e01f144d80c5e7ffd8f2472&

That’s indeed not normal, one thing I didn’t see (glanced over and didn’t read in all detail so excuse me if this was mentioned), did you try using different server artifacts? You can use the following third-party website to help pick good ones:

Hi,

Yes, I’ve already tried several ServerArtifacts. According to the jgscripts website, they’re all okay or recommended.

I’ve always tested them in conjunction with Gamebuild 3095.

But unfortunately, none of the Artifact versions have improved the situation.

Strangely enough, this problem only happens to me. Other players on the server don’t have it.

And even when I join a different server, I still have the same problem, while others don’t.

At this point, I really don’t know where else to start or what else to look for.

This is a long standing onesync issue, has been a problem since onesync existed. I wonder if it’ll be fixed in enhanced, but I wouldn’t hold my breath.

https://forum.cfx.re/t/server-side-vehicles-being-frozen-at-random/

I believe @DanielGP has looked into it, but was not able to reproduce it himself.

TBH it is client-sided (caused by unknown specifics on the client) so it’s always not easy to fix something like that, we shall see. Hopefully the improved netcode they advertised for Enhanced fixes this