Multiplayer Client-Side objects not synchronized with Server-Side objects

Godot Version

v4.7.2

Question

I have a 2D Multiplayer project, and I’m having trouble synchronizing the world state between the Server and Clients. The Server is in charge of handling 100% of the physics simulations, with each client only sending in their inputs in a dictionary via RPC calls. Each physics state is then synced with each client via a MultiplayerSynchronizer node.

When running my project with multiple instances, each client-side instance of each player’s positions are set to either hovering above or clipping below the ground. On the server’s side, the player’s positions are visually correct.

What could be causing this problem, and what could I do to solve it?