# FiveM OneSync Setup – Infinity vs Legacy & server.cfg Guide

Configure FiveM OneSync correctly: Infinity vs Legacy mode, 32+ players, server.cfg settings & fix common OneSync errors step by step.

**Quick answer:** Enable OneSync in server.cfg for 32+ players – use Infinity for new RP servers, Legacy for older scripts. Set onesync on and pick the right mode.

OneSync is FiveM's synchronization system that increases the player count beyond the original 32 slots and improves network performance. This guide explains the different modes, their advantages and disadvantages, and how to set them up optimally for your server.

**Note:** More guides on server optimization and troubleshooting can be found in the left navigation.

## What is OneSync?

OneSync replaces the original GTA V network system with a more efficient, server-controlled synchronization. It enables:

    - More than 32 players on a server
- Better synchronization of players and vehicles
- Distance-based streaming – players only see what's near them
- Lower network load through targeted culling

## The Three OneSync Modes

    
        Mode
        Max Players
        Distance Culling
        Recommended For
    

    
        **Off**
        32
        No
        Test servers, very old scripts
    

    
        **Legacy**
        48
        No (global sync)
        Old ESX servers, scripts from 2017-2019
    

    
        **Infinity**
        1024+
        Yes (424 units radius)
        Modern servers, QBCore, recommended
    

## OneSync Infinity vs. Legacy

### Infinity (Recommended)

Infinity uses distance-based streaming – players only receive data from entities in their vicinity. This massively reduces network load and enables larger player counts. All modern frameworks like QBCore are optimized for it.

### Legacy

In Legacy, all player data is synchronized globally – every player gets data from everyone else. This puts more strain on the network, but is compatible with older scripts that rely on global player queries.

## Configuring OneSync in server.cfg

### Basic Configuration

`# Enable OneSync Infinity (recommended)
set onesync on

# Maximum number of players
sv_maxclients 64`

### Advanced Configuration

`# OneSync Infinity
set onesync on

# Legacy mode (only if necessary)
# set onesync legacy

# Enable population (NPCs)
set onesync_population true

# Enable distance culling (on by default)
set onesync_culling true

# Vehicle culling (hide vehicles outside view range)
set onesync_distanceCullVehicles false

# Culling distance in units (default: 424)
set onesync_distanceCull 500

# Adjust frequency based on distance
set onesync_radiusFrequency true

# Vehicle culling for occupied vehicles
set onesync_vehicleCulling false`

## Important OneSync Configuration Variables

    
        Variable
        Default
        Description
    

    
        `onesync`
        off
        OneSync mode: on (Infinity), legacy, off
    

    
        `onesync_population`
        false
        Enable NPC population on the server
    

    
        `onesync_culling`
        true
        Distance-based hiding of entities
    

    
        `onesync_radiusFrequency`
        true
        Adjust sync frequency based on distance
    

    
        `onesync_distanceCull`
        424
        Distance in units at which entities are hidden
    

    
        `onesync_vehicleCulling`
        false
        Enable culling for occupied vehicles
    

    
        `onesync_distanceCullVehicles`
        true
        Hide vehicles outside view range
    

## Routing Buckets – Dividing Players into Zones

Routing Buckets are an advanced OneSync feature that lets you divide players into separate synchronization zones. Players in different buckets don't see each other:

`-- Move a player to a different bucket
SetPlayerRoutingBucket(playerId, bucketId)

-- Query current bucket
GetPlayerRoutingBucket(playerId)

-- Enable population in a bucket
SetRoutingBucketPopulationEnabled(bucketId, true)`
This is useful for:

    - Instances (multiple simultaneous housing interiors)
- Event zones (players in an arena see each other, but not those outside)
- Admin areas (invisible to normal players)

## Common Problems and Solutions

**Players don't see each other on the map / Blips missing:**

    - With Infinity, player blips are only shown in the immediate vicinity
- Solution: Use a script that sets blips server-side for all players
- Alternative: Switch to Legacy (not recommended for large servers)

**Invisible players:**

    - Check if your framework is compatible with Infinity – older versions cause problems
- Check if player visibility scripts collide with OneSync
- Temporarily disable all non-essential scripts for testing

**NPCs don't spawn:**

    - Set `onesync_population true` in server.cfg
- Check if scripts are modifying NPC density

**Synchronization issues after switching from Legacy to Infinity:**

    - Don't just change server.cfg – also check framework and scripts
- Old scripts that rely on global player synchronization don't work properly with Infinity
- QBCore and ESX in current versions are Infinity-compatible

## Recommended OneSync Configuration

For most servers we recommend these settings:

`# === ONESYNC (Recommended for modern servers) ===
set onesync on
set onesync_population true
set onesync_culling true
set onesync_radiusFrequency true
set onesync_distanceCull 500
set onesync_distanceCullVehicles false
set onesync_vehicleCulling false`

For servers with very old scripts that need global player visibility:

`# === ONESYNC LEGACY (Only for old scripts) ===
set onesync legacy
set onesync_population true`
