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Native Screen Recorder & Instant Replay preview
Unity

Native Screen Recorder & Instant Replay

By nfcodes

$25.99

Rated 0.0/5 from 1 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $25.99. The latest store price is $25.99, matching the lowest recorded price shown here.

Recorded prices for Native Screen Recorder & Instant Replay 5 price observations from Jul 2, 2026 to Oct 31, 2026. Lowest recorded price $25.99. Exact dates and prices are listed below. $0.00 $25.00 $49.99 Jul 2, 2026: $49.99. Unity First Price 2026-07-02 2026-07-09 Jul 2, 2026: $34.99. Unity New Release Discount 2026-07-02 2026-07-09 Jul 2, 2026: $34.99. Unity New Release Discount 2026-07-02 2026-07-09 Sep 5, 2026: $25.99. Unity Permanent Decrease 2026-09-05 2026-09-12 Oct 31, 2026: $25.99. Latest store price Jul 2, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 5 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$25.99Latest store price
$25.99Unity Permanent Decrease 2026-09-05 2026-09-12
$34.99Unity New Release Discount 2026-07-02 2026-07-09
$34.99Unity New Release Discount 2026-07-02 2026-07-09
$49.99Unity First Price 2026-07-02 2026-07-09

Sale and bundle history

The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Native Screen Recorder & Instant Replay

  • Tools, Systems & Learning > Development Tools & Automation
Native Screen Recorder & Instant Replay is the screen-capture toolkit we wished we had on every project. Bug repros that are faster to record than to describe. An Instant Replay feature that lets players save the last moments of gameplay on demand. Trailer footage pulled straight from a device. One package, three problems solved properly. Built natively where it matters.

Add a single MonoBehaviour and drop it to the scene, then call its API. That's the entire setup. The facade is DontDestroyOnLoad

EXAMPLE USAGE

// --- Screenshots ---
recorder.TakeScreenshot(jpeg => { /* ... */ });

// --- Manual recording (start/stop) ---
recorder.StartRecording();
recorder.StartRecording(() => Debug.Log("recording started"));
recorder.StopRecording(mp4 => File.WriteAllBytes(path, mp4));

// --- Fixed-duration recording ---
recorder.RecordFor(10, mp4 => File.WriteAllBytes(path, mp4)); // records for 10s

// --- Instant replay (rolling buffer) ---
recorder.StartInstantReplay();
recorder.StartInstantReplay(() => Debug.Log("replay buffer running"));
recorder.SaveInstantReplay(15, mp4 => Save(mp4)); // Saves last 15s
recorder.SaveInstantReplay(0, mp4 => Save(mp4)); // Saves entire buffer
recorder.ClearInstantReplayBuffer(); // drop all buffered frames without stopping the replay
recorder.StopInstantReplay();

// --- HTTP dashboard server ---
recorder.StartHttpServer();
recorder.StartHttpServer(8080);
recorder.StopHttpServer();

// --- State queries ---
if (recorder.IsRecording) { /* ... */ }
if (recorder.IsInstantReplayRecording) { /* ... */ }
if (recorder.IsHttpServerRunning) { /* ... */ }

// --- Configuration & logging ---
recorder.Initialize(myConfig); // re initialize recorder with a new config
ScreenRecorderFacade.SetLogger(myLogger); // set your custom logger for recorder

// --- UniTask integration (optional, when UniTask is installed) ---
byte[] jpeg = await recorder.TakeScreenshotAsync(ct);
await recorder.StartRecordingAsync(ct);
byte[] mp4 = await recorder.StopRecordingAsync(ct);
byte[] mp4 = await recorder.RecordForAsync(10, ct);
await recorder.StartInstantReplayAsync(ct);
byte[] clip = await recorder.SaveInstantReplayAsync(15, ct);
byte[] clip = await recorder.SaveInstantReplayAsync(0, ct);

NATIVE WHERE IT MATTERS

Mobile recording goes through the platform's own hardware encoders, not a CPU readback loop. This means:

- Full game framerate
- Full game resolution
- No thermal cliff.
- No dropped frames or any additional bottleneck.

• iOS - ReplayKit + AVAssetWriter. The included Xcode build post-processor links ReplayKit.framework and writes the required Info.plist keys for you.

• Android - MediaProjection + MediaCodec + MediaMuxer behind a foreground service. Manifest is merged into your build automatically.

• Editor and other platforms - Pure C# software pipeline.

Choose H.264 or HEVC. Bitrate, framerate, and keyframe interval are configurable with the presets.

INSTANT REPLAY

A rolling in-memory buffer that records continuously in the background. Just call SaveInstantReplay and the last N seconds become an MP4 clip.

Buffer length is configurable from 1 second up to 10 minutes, with its own independent quality settings so you can run the Instant Replay buffer lighter than your on-demand recordings without compromising either.

DEBUG DASHBOARD

The package ships with a built-in browser dashboard, served by an embedded HTTP server. Open it on browser, point it at the device's IP, and trigger recordings, instant replays, and screenshots from your PC while your game runs on a phone in your hand. No cables, no third-party tools, no screen-sharing apps.

Easy save/share your recordings and screenshots from device via dashboard!

Turn it on in development. Leave it off in release builds.

EASY CUSTOMIZABLE

Package allows you to configure almoast everything that matters via ScreenRecorderConfig ScriptableObject with a custom inspector!

• Recorder mode (native or software)
• Native presets: Low, Medium, High, VeryHigh, or Custom
• Codec: H.264 or HEVC
• Match Application.targetFrameRate, or override it
• Software path: output resolution, target FPS, JPEG quality
• Independent settings for normal recordings and the Instant Replay buffer
• Instant Replay buffer length: 1 to 600 seconds (up to 10 minutes)

Different settings per scene or requirements? Just create two seperate configs and swap them! As simple as that!

UNITASK SUPPORT

Every public API method has it's UniTask extension method that lights up automatically if UniTask is in your project.

WHAT YOU GET

• Full C# source included
• iOS native plugin and Xcode build post-processor
• Android native plugin and SDK-validating build pre-processor
• Pure C# software encoder that works everywhere out of the box.
• Embedded HTTP server and the browser dashboard (optional but helpfull)
• AndroidPermissionHelper for front-loading the MediaProjection consent dialog
• App Store-ready privacy manifest (PrivacyInfo.xcprivacy) included
• Runnable Basic Usage demo scene, importable from Package Manager
• Full documentation.

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