client-specific-state

Apply client-specific state overrides after server state synchronization.

Updated Feb 7, 2026
One-click install
npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill client-specific-state
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: client-specific-state
Source: https://github.com/All-Out-Games/reusable-weapons-csl/tree/main/.claude/skills/client-specific-state
Command: npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill client-specific-state

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

After the server state is synchronized to the client, apply local overrides to the synced state such as hiding entities that should only be visible to certain players or disabling components on this client.

The ao_on_state_sync component method runs on the client immediately after a component's state is synchronized from the server, providing a hook for client-local modifications.

Core Features & Use Cases

  • Client-side state overrides: apply client-local modifications to synced values after a server update.
  • Client-specific visibility: hide or show entities depending on local criteria.
  • Local component control: enable/disable components or tweak values without server changes.

Quick Start

Implement ao_on_state_sync to apply per-client state overrides immediately after receiving a server state sync.

Frequently Asked Questions about client-specific-state

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I apply client-specific state overrides after server state synchronization in game development?

Client-specific state overrides are applied using the ao_on_state_sync component method, which runs immediately after server state synchronization to tailor locally visible world state. This hook enables per-client modifications without server changes.

Can I hide entities for specific players without changing server state?

Yes, you can hide entities for specific players by applying client-specific visibility overrides during the state sync hook. This approach keeps server-defined state intact while adjusting local rendering and component behavior per client.

How does the ao_on_state_sync hook work for per-client component behavior?

The ao_on_state_sync hook executes on the client immediately after a component's state is synchronized from the server, providing a dedicated entry point for local modifications like disabling components or tweaking values for that specific client.

What is the best way to separate server-defined state from client-local adjustments?

The best way to separate server-defined state from client-local adjustments is applying overrides exclusively within the post-sync hook, ensuring safe fallbacks for incomplete data while maintaining clear boundaries between server state and local visibility tweaks.

Are there limitations to modifying entity visibility per client during state synchronization?

Limitations include handling safe fallbacks for incomplete data during synchronization and ensuring modifications remain strictly client-side. Overrides must not alter server-defined state, restricting changes to local rendering and per-client component behavior only.

Does client-side state override logic work across multiple players and scenarios?

Yes, client-side state override logic works across multiple players and scenarios by applying per-client modifications after each server state sync. This ensures locally visible world state is tailored individually without impacting other clients.