Tag Archives: recording

Unity and Replays

Replaying actions in a game is a surprisingly common feature. There are match replays of course, but recorded actions are also used in cutscenes, ‘ghost’ players in racing games, and a variety of puzzles, like those for Clank in Ratchet & Clank:A Crack in Time. Many engines support at least a limited ability to record action in-game, as opposed to recording a movie, the demo command in Source for example. Unity, however, does not.

One of my current projects is heavily reliant on character replays. I’ve written several replay methods in past projects, and knew how much work it ended up being. I never want to have to go through that again, so decided to roll my own, generic, adaptable record/replay system for Unity. It went…OK…

(For anyone interested, but not enough to read about it, the script is on Github)

Continue reading Unity and Replays