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gameplay-recording-replay

Build a deterministic gameplay record/replay test artefact for Unity, Unreal, or Godot - record a player session, save it to disk, replay it bit-for-bit, and assert that the resulting game state matches the original. Covers Unity Input System's InputEventTrace API (Enable / Disable / WriteTo / ReadFrom / Replay) for input-level capture, Unreal's Replay System (DemoRec / DemoPlay / DemoStop console commands plus DemoNetDriver + NetworkReplayStreamer, default storage at %LOCALAPPDATA%/<Project>/Saved/Demos) for replication-stream capture, and Godot's community-pattern deterministic-RNG + input-script replay since Godot ships no first-party replay system. Use when authoring a regression-test artefact for player-recorded sessions, building a netcode replay for spectator / esports, or producing reproducible bug repros for cert teams.

gameplay-recording-replay

Overview

A deterministic replay artefact is a recorded session of player input or replicated state that can be played back to recreate the original game state. Three reasons games invest in replays:

  1. Regression tests. Record a scripted playthrough; replay it in CI; assert the final state matches the original. Catches physics drift, AI determinism breaks, save-format regressions.
  2. Bug repros. Players record a session; QA replays it inside the build with the bug; cert teams attach the replay to the ticket.
  3. Esports / spectator / clip sharing. Match replays surfaced in-product.

This is a workflow that produces, per engine, a working record/replay setup plus a CI regression test that runs it.

The three engine surfaces differ:

EngineRecording surfaceStability of public docs
UnityInput System's InputEventTrace (input-level)Public - com.unity.inputsystem@1.8 API
UnrealReplay System (replication-stream level) - DemoRec / DemoPlay / DemoStopPublic - Replays in Unreal Engine
GodotNo first-party replay - community pattern: deterministic RNG seed + recorded InputEvent scriptCommunity - Godot documentation does not ship a replay subsystem [author opinion, per docs.godotengine.org]

Composes with:

When to use

  • Producing a deterministic regression test for a story playthrough / level traversal / damage script.
  • Building an in-product replay feature (spectator mode, instant replay, clip sharing).
  • Producing reproducible repro artefacts for cert teams.
  • Investigating a determinism regression - "this build diverges from the previous build's replay at frame 4823."

Inputs

Gather before walking the workflow:

InputWhereWhy
Engine + versionProjectDetermines which API surface applies
Determinism baselineGame design - is fixed-tick physics on? RNG seeded? AI deterministic?Replays only work when the game's per-frame outputs are functions of (state + input)
Recording scopeInput-only? Full replication stream?Trades off file size against determinism guarantees
Target storage locationApplication.persistentDataPath, %LOCALAPPDATA%/<Project>/Saved/Demos, etc.Where replay files land
Replay length budgetSeconds / minutesInputEventTrace buffer sizing
Assertion modelFinal-state hash? Per-frame? Checkpoint-only?Drives the test harness shape

Workflow

Step 1 - Establish determinism

Replays are worthless if the game is non-deterministic. Before any recording work, lock down:

Source of non-determinismLock-down
Variable timestep / Time.deltaTimeRun physics on FixedUpdate (Unity) / TickGroup (Unreal) with a fixed delta
Unseeded RandomSeed every RNG at session start; record the seed in the replay header
Async load timingForce synchronous load during replay (SceneManager.LoadScene sync; AssetRegistry::Tick to drain)
Multithreaded game logicPin to one thread or commit to ordered consumption of results
Frame-rate-dependent FXTag visual-only systems and skip them in headless replay runs

If you can't lock determinism, replay can still be useful as a visual debug artefact, but it won't drive regression assertions.

Step 2 - Unity path - InputEventTrace

Per the InputEventTrace API page, InputEventTrace "captures input events into an unmanaged memory buffer". Critically: traces "must be disposed of (by calling Dispose()) after use or they will leak memory on the unmanaged (C++) memory heap".

Recording:

using UnityEngine.InputSystem.LowLevel;

public class SessionRecorder : MonoBehaviour
{
    private InputEventTrace _trace;

    void Start()
    {
        // 4 MB buffer; grow up to 64 MB; default device = all
        _trace = new InputEventTrace(bufferSizeInBytes: 4 * 1024 * 1024,
                                     growBuffer: true,
                                     maxBufferSizeInBytes: 64 * 1024 * 1024);
        _trace.recordFrameMarkers = true;   // per the API page
        _trace.Enable();
    }

    public void StopAndSave(string path)
    {
        _trace.Disable();
        _trace.WriteTo(path);  // binary on-disk format
    }

    void OnDestroy()
    {
        _trace?.Dispose();  // required per the API page
    }
}

Per the same API page: "Enable recordFrameMarkers to insert boundary events between frames, allowing proper temporal spacing during playback" - without it, the replay will reissue events back-to-back rather than respecting original frame timing.

Replay:

public void Replay(string path)
{
    var trace = new InputEventTrace();
    trace.ReadFrom(path);                  // per the API page
    var controller = trace.Replay();       // returns ReplayController
    controller.PlayAllEventsAccordingToTimestamps();
    // or controller.PlayAllFramesOneByOne() for headless step
}

Per the API page, Replay() "begins event reconstruction, returning a ReplayController object" - the controller exposes play / pause / scrub / step methods.

Determinism caveat. InputEventTrace captures the input but not the game state. A replay reproduces the same input events in the same order - if the game's per-frame output is a pure function of state + input + fixed delta + seeded RNG (Step 1), the resulting state matches. If not, the replay diverges.

Step 3 - Unreal path - Replay System

Per Replays in Unreal Engine, Unreal's replay system captures the replicated state stream via the DemoNetDriver and persists via NetworkReplayStreamer. Default storage per the Recording Replays page: %LOCALAPPDATA%/<Project>/Saved/Demos.

Console commands (per the same page):

CommandEffect
DemoRec <FriendlyName>"Initiate replay recording" - emits a .replay file under Saved/Demos
DemoStopStop recording / playback
DemoPlay <FriendlyName>Play back a previously recorded replay

The <FriendlyName> argument is the replay's identifier - per the same page "helps distinguish between multiple recording sessions".

Programmatic recording (per the Recording Replays page):

// In-game: start recording
GEngine->Exec(GetWorld(), TEXT("DemoRec MyMatch_v1"));

// Stop
GEngine->Exec(GetWorld(), TEXT("DemoStop"));

// Play back
GEngine->Exec(GetWorld(), TEXT("DemoPlay MyMatch_v1"));

For lower-level control, use FNetworkReplayStreamer directly (per the same page) - the streamer exposes start / stop / pause / goto-time methods and is the abstraction DemoNetDriver wraps.

Time-shifting and scrubbing are supported per the Playing Back Replays page - playback isn't strictly forward-only; replays can be scrubbed to arbitrary timestamps.

Determinism semantics differ from Unity. Unreal records the output of the network replication layer, not raw input. The replay reconstructs the server's view as it was streamed to clients - it does not require the local game simulation to be deterministic (the simulation already happened on the server). This is why Unreal replays are practical for full multiplayer matches whereas Unity InputEventTrace replays require pinning deterministic single-player.

Step 4 - Godot path - community deterministic pattern

Godot has no first-party replay subsystem comparable to InputEventTrace or DemoNetDriver [author opinion, per the Godot documentation home which does not surface a testing/replay section]. The community pattern is deterministic RNG seed + recorded InputEvent script:

# recorder.gd
extends Node

var _events: Array = []
var _rng_seed: int

func _ready():
    _rng_seed = randi()
    seed(_rng_seed)

func _input(event: InputEvent):
    _events.append({
        "tick": Engine.get_physics_frames(),
        "event": event.duplicate(),
    })

func save_to(path: String) -> void:
    var f := FileAccess.open(path, FileAccess.WRITE)
    f.store_var({"seed": _rng_seed, "events": _events})
    f.close()
# player.gd — replay
extends Node

var _events: Array
var _cursor := 0

func load_from(path: String) -> void:
    var f := FileAccess.open(path, FileAccess.READ)
    var data = f.get_var()
    seed(data["seed"])
    _events = data["events"]

func _physics_process(_dt):
    while _cursor < _events.size() \
            and _events[_cursor]["tick"] <= Engine.get_physics_frames():
        Input.parse_input_event(_events[_cursor]["event"])
        _cursor += 1

Replay reissues InputEvents on the same Engine.get_physics_frames() tick they were captured. Combined with seed(...) re-applied from the header and fixed physics/common/physics_ticks_per_second, this gives equivalent determinism to Unity's InputEventTrace pattern.

Test harness in godot-gut-tests:

extends GutTest

func test_level_1_speedrun_replay_matches_baseline():
    var player := preload("res://src/replay_player.gd").new()
    player.load_from("res://test/fixtures/level1_baseline.replay")
    add_child(player)

    await get_tree().create_timer(10.0).timeout

    var final_state := %Game.get_state_hash()
    assert_eq(final_state,
              "abc123…baseline-hash…",
              "Replay produced same final state hash as baseline")

Step 5 - Wire replays as CI regression assertions

Per engine, the CI loop is:

  1. Check the replay file into the repo under test/replays/.
  2. CI job loads the build, plays the replay, hashes the final game state.
  3. Compare the hash against the baseline (also in repo).
  4. Mismatch → CI fails the build.

Unity example (in a UTF [UnityTest] PlayMode fixture):

[UnityTest]
public IEnumerator Level1_Speedrun_Replay_MatchesBaseline()
{
    var trace = new InputEventTrace();
    trace.ReadFrom("Assets/Tests/Replays/level1.trace");
    var ctl = trace.Replay();
    ctl.PlayAllEventsAccordingToTimestamps();

    yield return new WaitForSeconds(60f);  // length of replay

    var hash = GameStateHasher.Compute(GameStateRoot);
    Assert.AreEqual("baseline-hash-here", hash);
    trace.Dispose();   // per the API page
}

Unreal example (in an unreal-automation-system test):

LatentIt("Level1 replay reaches baseline checkpoint",
         [this](const FDoneDelegate& Done)
{
    GEngine->Exec(GetWorld(), TEXT("DemoPlay Level1_Baseline"));
    // poll for replay end via DemoNetDriver state, then
    // hash GameState and compare to baseline
    StartReplayWatchdog(Done);
});

Godot example - see Step 4 GUT fixture above.

Step 6 - Define a fail-safe for replay drift

Real-world replays drift when:

  • The game build version changed and the replay was recorded against an earlier version.
  • A non-deterministic source slipped in (new async loader, new particle system using Random).
  • The save format changed.

The harness must distinguish bug-in-build from replay-stale. Encode the build hash + replay format version in the replay header; CI rejects replays whose replay_format < current_format, then either re-records (acceptable for visual replays) or fails the build (regression test replays).

Worked example - Unity speedrun regression

Inputs:

  • Engine: Unity 6.0, Input System v1.8.
  • Determinism: Physics at FixedUpdate, 60 Hz; RNG seeded from replay header; AI scripted via deterministic state machines.
  • Recording scope: Input-only via InputEventTrace.
  • Storage: Assets/Tests/Replays/level1.trace (committed to the repo).
  • Length budget: 90 s - fits comfortably in 4 MB buffer (recordFrameMarkers = true per the API page).
  • Assertion: SHA-256 hash of GameStateRoot.Serialize() at T=90 s.

Step 1 - physics on FixedUpdate, RNG seeded from replay header, async loads forced synchronous in headless mode.

Step 2 - recorder MonoBehaviour creates InputEventTrace, enables on level start, writes to level1.trace on first level completion.

Step 5 - CI fixture (UTF [UnityTest]) reads the trace, replays it, hashes the final GameStateRoot, compares to the baseline hash committed in Assets/Tests/Baselines/level1.hash.

Step 6 - replay header includes replay_format = 2 and build_hash = <git-sha>. CI fails the build with a clear "replay stale" message when format < 2 rather than silently passing.

Anti-patterns

Anti-patternWhy it failsFix
Recording input without seeding RNGReplay diverges by frame ~30Step 1 - every RNG seeded; seed in replay header
InputEventTrace without Dispose()Memory leak per API page - "must be disposed of … or they will leak memory on the unmanaged (C++) memory heap"Always using / Dispose()
InputEventTrace without recordFrameMarkers = trueReplay reissues events back-to-back instead of respecting timing per API pageSet recordFrameMarkers = true before Enable()
Comparing per-frame state instead of checkpointsFalse-positive failures from float-precision driftHash at coarse-grained checkpoints (every N seconds or per level)
Treating Unreal replays as deterministic input replaysThey're replication-stream replays - different determinism contract per Replays pageDocument the contract; don't assume input-level determinism
Storing replay format version implicitlyReplay-stale failures get misdiagnosed as bugsEmbed replay_format + build_hash in the header
Replays committed without their baselinesAsserting nothingCommit replay.trace + baseline.hash as a pair
Replays > 30 min in CIReplay run time dominates total job timeSplit into checkpointed mini-replays
Replay scrubbing in test fixturesMany engines don't expose deterministic scrubbing for testsLinear playback only in regression fixtures; scrubbing is a feature, not a test surface
Replays storing PIISaved player names / chat messages in attached reprosStrip PII from replay headers before sharing

Limitations

  • Input-level replay (Unity) and replication-stream replay (Unreal) are different contracts. Unity replays depend on determinism; Unreal replays reconstruct the server's view and do not. Don't conflate them in a multi-engine team.
  • Godot has no first-party replay system per the Godot documentation home; the community pattern in Step 4 is sufficient for deterministic single-player but doesn't generalise to multiplayer.
  • Unreal replays bloat with high-bandwidth replication. The .replay file under %LOCALAPPDATA%/<Project>/Saved/Demos grows with replicated-property volume - large open-world games produce GB-scale replays. Use checkpoint-only replays for long sessions.
  • Build-version coupling. Replays recorded against build N rarely play correctly on build N+1 if the netcode / save format changed. Treat the replay file as a build-pinned artefact.
  • No public common exit-code definition for replay-failed states in either Unity or Unreal - parse the test framework's result file (UTF NUnit XML or Unreal automation JSON) for the failure detail, don't rely on engine exit code.
  • No assertion API on Unreal DemoNetDriver replay completion in public docs - the spec / latent-command harness must poll the demo time and time-out. See Replays in Unreal Engine.
  • PII in replays. Player chat, gamertags (per Microsoft XR-046 modern-gamertag display rules), and inventory data can land inside replay attachments - strip before sharing with cert / publisher.