onesyncnetworkingserver9 min read · updated 9/11/2026

What OneSync does and how to configure it

OneSync is FiveM’s server-side synchronisation. Without it, clients sync with each other through the server as a relay; with it, the server knows about every entity and decides what each player receives. Almost every modern script expects it, and large player counts require it.

Short answer: Set set onesync on in server.cfg. “On” gives full state awareness and server-determined routing; “legacy” is a compatibility mode for old scripts that expect every player to exist on every client and is not recommended; “off” disables it. Infinity (onesync_enableInfinity, default true) is needed for large player counts — more than 64 slots require OneSync on. It also enables server-side entity natives, entity lockdown and routing buckets.

OneSync and OneSync Infinity Explained for FiveM Server Owners

#The modes

ModeMeaning
onFull state awareness; the server routes entities to players
legacyCompatibility for scripts that expect all players on every client; not recommended
offNo state awareness; peer-to-peer style relay

From Cfx.re’s server command documentation.

#Related convars

ConvarDefaultEffect
onesync_enableInfinitytrueLarge-scale entity sync; startup only
onesync_populationtrueAI population (traffic, peds)
onesync_distanceCullingtrueStops syncing far, out-of-view entities
onesync_distanceCullVehiclesfalseApplies culling to vehicles too
onesync_forceMigrationtrueMigrates entities when the owner leaves

#What changes for scripts

  • A client only knows players and entities near it — GetActivePlayers() is not everyone on the server.
  • Send network IDs, not handles — see entity ownership.
  • Many natives work on the server: GetEntityCoords, SetEntityCoords, CreateVehicleServerSetter
  • Player data for distant players should come from the server (state bags, events).

#Features that need OneSync

  • More than 32 player slots — see max players.
  • sv_entityLockdown against spawned entities.
  • Routing buckets — see routing buckets.
  • Server-side game event filtering (explosions, weapon damage).

Questions

How do I enable OneSync?
Add set onesync on to server.cfg (txAdmin recipes usually set it for you).
What is OneSync Infinity?
The large-scale entity sync mode, enabled by default with onesync_enableInfinity; required for big player counts.
Should I use onesync legacy?
Only for old scripts that cannot handle state awareness; it has performance and visual issues.
Why can my script not see all players?
With OneSync, clients only know nearby players. Get server-wide data from the server.

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