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Server setupintermediate9 min readupdated 11 Sept 2026

What OneSync does and how to configure it

The 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 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.

What OneSync does and how to configure it — illustrated with a FiveM-compatible minimap render

#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).
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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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