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Play session recordings

Inspect, debug & data
8 operationsrecorder

Look back through a recorded play session to find out what went wrong. Needs your game set up to record.

What it’s for

When your game records a play session to a journal file, your assistant can read it back afterward. You do not have to re-run the game and hope the bug happens again. Point your assistant at a recording and ask what happened: which objects were active, when an event fired, how a value changed over time.

A recording holds the objects in the session, the values tracked on each one, a timeline of events, and every change to those values. Your assistant finds the recording, learns what it contains, then narrows in on a specific event, a change over time, or the exact values at one moment.

Use it to debug after the fact: find the moment something went wrong, then look at the state around it. It only reads recordings, and it only works if your game is set up to write them. Asset dumps capture assets on disk. The recorder answers questions about a play session that already finished. See Recorder for setup.

Things you can ask

Find the moment something broke

Your assistant opens the latest recording and goes straight to the first error.

examplerecorder
You: In my last play session, find where the player’s vehicle threw an error.

In session 2026-07-03_1841, the first error on Vehicle_0 is physics:desync at 42.18 seconds.

Summarize how a value changed

You get the start, end, peak and average of one value over a round.

examplerecorder
You: Over round 2, how did the vehicle’s speed change?

In round 2 (30.0 to 78.4 seconds), speed started at 1.2, peaked at 46.7 and averaged 22.1.
It ended at zero.

Check the state at the bad moment

You see the exact values at the moment of the error.

examplerecorder
You: What were the vehicle’s throttle and velocity right when it desynced?

At 42.18 seconds, throttle was 0.94 and velocity was (12.1, -3.4, 8.0), about 14.9 m/s.