WonderTexture is split into two parts that work together:
You author the graph in Blender; the native engine does the processing. As you edit, Blender keeps the project data while WonderTexture sends the relevant graph state to the engine for evaluation.
Runtime State Can Be Rebuilt
Synchronization and preview state on the engine side belong to the current runtime session. After a restart or reconnect, WonderTexture clears that session-specific state and synchronizes graphs again as needed.
That’s why a graph can be perfectly fine in Blender while its runtime status says Unsynced. It simply means the engine does not currently have a usable synchronized copy of that graph.