Instant Replay is a library that allows you to save recent gameplay videos at any time in Unity. You can save recent game footage retroactively when needed, ensuring you don't miss recording important moments. The recording time is limited to a pre-specified length, and frames exceeding this limit are discarded.
You can implement a feature that allows users to share their recent gameplay footage on social media.
When a bug occurs, you can export the operations performed up to that point as a video, which can be useful for reproducing the bug.
- Unity 2022.3 or later
- iOS
- 13.0 or later
- Android
- macOS (Editor and Standalone)
- 10.15 (Catalina) or later
- Windows (Editor and Standalone)
- Any other systems with
ffmpeg
command line tool installed in PATH
There are two ways to install the dependencies. You can use either of them.
Add UnityNuGet scoped registry and add the following git URL to the package manager:
https://github.com/CyberAgentGameEntertainment/InstantReplay.git?path=/Packages/jp.co.cyberagent.instant-replay.dependencies#release
Install individual packages using NuGetForUnity or UnityNuGet:
Add the following git URL to the package manager:
https://github.com/CyberAgentGameEntertainment/InstantReplay.git?path=Packages/jp.co.cyberagent.instant-replay#release
Import "User Interfaces" sample from the package manager.

Place InstantReplay Recorder.prefab
in the scene. This prefab has RecorderInterface
and PersistentRecorder
component, which will automatically record the gameplay during enabled.

Then, you can stop the recording and save the video by calling RecorderInterface.StopAndTranscode()
. For example, you can trigger this method by clicking the button in the scene.

Recorded video will be displayed on the screen.
To record the gameplay, use InstantReplaySession
.
using InstantReplay;
var ct = destroyCancellationToken;
// Start recording
using var session = new InstantReplaySession(numFrames: 900, fixedFrameRate: 30);
// 〜 Gameplay 〜
await Task.Delay(10000, ct);
// Stop recording and transcode
var outputPath = await session.StopAndTranscodeAsync(ct: ct);
File.Move(outputPath, Path.Combine(Application.persistentDataPath, Path.GetFileName(outputPath)));
You can specify numFrames
and fixedFrameRate
in the InstantReplaySession
constructor.
new InstantReplaySession(numFrames: 900, fixedFrameRate: 30);
If you set fixedFrameRate
to null
, the actual FPS will be used.
Frames exceeding numFrames
will be discarded from the oldest. The disk usage during recording increases in proportion to numFrames
, so set it to an appropriate size.
By default, it records at the actual screen size, but you can also specify maxWidth
and maxHeight
in the InstantReplaySession
constructor. If you specify maxWidth
and maxHeight
, it will automatically resize. Reducing the size can reduce the disk usage and time required for writing during recording. It also reduces memory usage during recording.
By default, InstantReplay uses ScreenCapture.CaptureScreenshotIntoRenderTexture()
for recording. You can also use any RenderTexture as the source.
Create a class that inherits InstantReplay.IFrameProvider
and pass it as frameProvider
to the InstantReplaySession
constructor. You can also specify whether InstantReplaySession
automatically discards frameProvider
by disposeFrameProvider
.
public interface IFrameProvider : IDisposable
{
public delegate void ProvideFrame(Frame frame);
event ProvideFrame OnFrameProvided;
}
new InstantReplaySession(900, frameProvider: new CustomFrameProvider(), disposeFrameProvider: true);
By default, it captures the audio via OnAudioFilterRead
. THis automatically searches for and uses a specific AudioListener on the scene.
Warning
AudioSource with Bypass Listener Effects will not be captured.
If there are multiple AudioListeners in the scene, you can specify which one to use by passing it to the InstantReplay.UnityAudioSampleProvider
constructor and then passing it as audioSampleProvider
to the InstantReplaySession
constructor.
new InstantReplaySession(900, audioSampleProvider: new UnityAudioSampleProvider(audioListener), disposeAudioSampleProvider: true);
If you want to disable the audio, you can use NullAudioSampleProvider.Instance
.
new InstantReplaySession(900, audioSampleProvider: NullAudioSampleProvider.Instance);
Note
You don't have to care about IDisposable
of NullAudioSampleProvider
.
You can also use your own audio source by implementing IAudioSampleProvider
.
public interface IAudioSampleProvider : IDisposable
{
public delegate void ProvideAudioSamples(ReadOnlySpan<float> samples, int channels, int sampleRate,
double timestamp);
event ProvideAudioSamples OnProvideAudioSamples;
}
new InstantReplaySession(900, audioSampleProvider: new CustomAudioSampleProvider(), disposeFrameProvider: true);
You can get the recording state with the InstantReplaySession.State
property.
You can get the progress in the range of 0.0 to 1.0 by passing IProgress<float>
to InstantReplaySession.StopAndTranscodeAsync
.