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.
- Instant Replay for Unity
- Unity 2022.3 or later
Note
The following information is based on the APIs and platform tools being used, and actual functionality may not have been verified.
Platform | OS version | aarch64 | x86_64 | Other requirements |
---|---|---|---|---|
iOS | 13.0+ | ✅ | N/A | |
Android | 5.0+ | ✅ | ✅ | |
macOS | 11.0+ | ✅ | ✅ | |
Windows | Windows 10+, Windows Server 2016+ | - | ✅ | |
Linux | kernel 3.2+, glibc 2.17+ | - | ✅ | ffmpeg in PATH |
- For legacy mode, other platforms may work if
ffmpeg
is available in PATH.
Platform | APIs |
---|---|
iOS / macOS | Video Toolbox (H.264), Audio Toolbox (AAC) |
Android | MediaCodec (H.264 / AAC) |
Windows | Media Foundation (H.264 / AAC) |
Linux and others | FFmpeg installed on the system (H.264 / AAC) |
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.StopAndExport()
. 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 RealtimeInstantReplaySession
.
using InstantReplay;
var ct = destroyCancellationToken;
// Start recording
using var session = RealtimeInstantReplaySession.CreateDefault();
// 〜 Gameplay 〜
await Task.Delay(10000, ct);
// Stop recording and transcode
var outputPath = await session.StopAndExportAsync(ct: ct);
File.Move(outputPath, Path.Combine(Application.persistentDataPath, Path.GetFileName(outputPath)));
The recording duration is determined by the memory usage. The default setting is set to 20 MiB, and when the total size of compressed frames and audio samples reaches this limit, older data is discarded. To enable longer recordings, increase the memory usage MaxMemoryUsageBytes
or reduce the frame rate, resolution, or bitrate.
It consumes some memory for the buffers that hold the compressed data, as well as for the raw frames and audio samples to be encoded. This is necessary because the encoder operates asynchronously, allowing it to receive the next frame while encoding the current one. You can specify the size of these queues with VideoInputQueueSize
and AudioInputQueueSize
. Reducing these values can decrease memory usage, but it may increase the likelihood of frame drops.
// Default settings
var options = new RealtimeEncodingOptions
{
VideoOptions = new VideoEncoderOptions
{
Width = 1280,
Height = 720,
FpsHint = 30,
Bitrate = 2500000 // 2.5 Mbps
},
AudioOptions = new AudioEncoderOptions
{
SampleRate = 44100,
Channels = 2,
Bitrate = 128000 // 128 kbps
},
MaxMemoryUsageBytes = 20 * 1024 * 1024, // 20 MiB
FixedFrameRate = 30.0, // null if not using fixed frame rate
VideoInputQueueSize = 5, // Maximum number of raw frames to keep before encoding
AudioInputQueueSize = 60, // Maximum number of raw audio sample frames to keep before encoding
};
using var session = new RealtimeInstantReplaySession(options);
You can pause and resume the recording using RealtimeInstantReplaySession.Pause()
and RealtimeInstantReplaySession.Resume()
.
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 RealtimeInstantReplaySession
constructor. You can also specify whether RealtimeInstantReplaySession
automatically discards frameProvider
by disposeFrameProvider
.
public interface IFrameProvider : IDisposable
{
public delegate void ProvideFrame(Frame frame);
event ProvideFrame OnFrameProvided;
}
new RealtimeInstantReplaySession(options, 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 RealtimeInstantReplaySession
constructor.
new RealtimeInstantReplaySession(options, audioSampleProvider: new UnityAudioSampleProvider(audioListener), disposeAudioSampleProvider: true);
If you want to disable the audio, you can use NullAudioSampleProvider.Instance
.
new RealtimeInstantReplaySession(options, 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 RealtimeInstantReplaySession(options, audioSampleProvider: new CustomAudioSampleProvider(), disposeFrameProvider: true);
You can get the recording state with the InstantReplaySession.State
property.
InstantReplay provides the IAudioSampleProvider
implementation to capture audio from CRIWARE.
- Install CRIWARE Unity Plug-in
- Add scripting define symbol
INSTANTREPLAY_CRI
in player settings - Add
InstantReplay.Cri
assembly reference if necessary - Use
InstantReplay.Cri.CriAudioSampleProvider
asaudioSampleProvider
inRealtimeInstantReplaySession
constructor
By default, RealtimeInstantReplaySession
encodes video and audio samples in real-time but legacy InstantReplaySession
saves JPEG-compressed video frames and raw audio samples into disk and transcodes them to a video file when StopAndTranscodeAsync
is called. While this mode has a higher disk access, it reduces the CPU load during recording.
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.
InstantReplaySession
also supports custom video and audio sources in the same way as RealtimeInstantReplaySession
.