GONet Legendary Feature

Record & Replay

Capture every moment of your multiplayer sessions. Analyze performance, detect cheating, share highlights, and build esports experiences — all from a single recording file. Available exclusively in GONet Legendary.

10+

Event types captured per session

Always-On

Circular buffer for instant replay

<1s

Keyframe seeking in hour-long recordings

LZ4

Compressed chunks for minimal disk usage

Core capabilities

A complete toolkit for recording, replaying, and analyzing multiplayer game sessions.

Session Recording

Record full multiplayer sessions with EventBus-driven capture of sync events, persistent events, scene loads, input states, and system diagnostics. Background thread with chunk-based file writing for zero gameplay impact.

Instant Replay Buffer

Always-on circular buffer captures the last N seconds. Extract highlights, create kill cams, or preserve crash context without explicit recording. Zero-config, always running in the background.

Playback Engine

Full state machine with play, pause, seek, reverse, and speed control. Keyframe snapshots enable sub-second seeking in hour-long recordings. Loop modes (None, Loop, PingPong) for analysis workflows.

Input Recording

Drop-in replacement for Unity's Input system. Records and replays both legacy Input Manager and new Input System events. Enables deterministic replay of player actions for debugging and analysis.

Multi-Recording Merge

Combine server and client perspectives into a single timeline. Cross-recording analysis with event interleaving and deduplication. See the full picture of a multiplayer session from every angle.

Spectator Camera

Three camera modes for replay viewing: FreeFly (mouse + WASD), Orbit (around target), and Follow (offset tracking). Smooth transitions between modes with configurable speeds.

Analysis & assessment

Built-in analyzers detect performance issues, cheating, and highlight-worthy moments automatically.

Anti-Cheat Analysis

Post-match analysis that scans recordings for suspicious behavior. Each finding is scored with a confidence level, so you can tune thresholds to match your game's tolerance.

Teleportation detection (position delta thresholds)
Speed hack detection (event rate anomalies)
Impossible value change detection
Clock manipulation detection
Confidence-scored findings per player
Configurable sensitivity thresholds
Severity levels (Info, Warning, Error, Critical)
Exportable reports for moderation teams

Built-in Analyzers

A pluggable analyzer architecture with production-ready analyzers included out of the box. Add your own game-specific analyzers by implementing a simple interface.

Performance analyzer (frame time, memory, GC pressure)
Timeline gap detector (stalls, pauses, frozen periods)
Event rate analyzer (burst detection, flood warnings)
Anti-cheat analyzer (speed, teleport, clock)
Pluggable architecture — implement IReplayAnalyzer
Categorized results with severity grouping

Highlight Detection

Automatic detection of interesting moments in your recordings. Highlights are scored and ranked so you can surface the best moments for players, content creators, or tournament broadcasts.

Event burst detection (kill streaks, spawn waves)
Authority change tracking
Time gap and anomaly detection
Configurable scoring rules and weights
Used by editor UI and assessment engine
Exportable highlight timecodes

Recording file format

A purpose-built binary format designed for efficient storage, random-access seeking, and forward compatibility.

.gonetreplay Format (v2)

The recording format is designed for fast random access, small file sizes, and rich metadata. Files are self-describing and include everything needed for offline analysis.

"GNRP" magic bytes for file identification
v2 header (84 bytes) with session ID and sync layout fingerprint
Recorder authority ID for perspective tracking
Chunk-based storage with per-chunk LZ4 compression
Embedded system info (OS, CPU, GPU, memory)
Embedded application logs for debugging
Provider metadata for custom key-value storage
ChunkIndex footer for random-access seeking
Keyframe snapshots at configurable intervals
v1 to v2 migration support for older recordings
File Layout
[GNRP] Magic Bytes (4B)
[Header v2] Session ID, Fingerprint, Authority, Timestamps (84B)
[System Info] OS, CPU, GPU, Memory
[Provider Metadata] Custom key-value pairs
[Chunk 0] LZ4-compressed event data + keyframe snapshot
[Chunk 1] ...
[Chunk N] ...
[Embedded Logs] Application log entries
[ChunkIndex] Offset table for random-access seeking

Cloud replay storage

Upload recordings to the cloud, manage them from the Unity Editor, and share them with anyone.

Galore Interactive Cloud

GONet Legendary

Store recordings in Galore Interactive's cloud infrastructure. Browse, download, and share directly from the Unity Editor with no external tools required.

Upload recordings from the Unity Editor
Browse and manage recordings in the cloud browser
Signed download URLs with configurable expiry
Share links for spectators and collaborators
Single included cloud storage tier at launch
Recording metadata extraction from file headers
API key setup from the editor window
Bulk upload and download support

GONet Legendary includes cloud replay storage. See GONet Legendary for current package details and roadmap updates.

Future roadmap: optional advanced cloud usage tiers for AI-assisted analysis and esports-scale replay workflows.

Esports & spectating

Turn your recordings into a spectator experience. Share replays, stream live matches, and give content creators the tools they need.

Spectator & Broadcast Tools

GONet Legendary

A suite of tools for esports organizers, content creators, and competitive communities. Build spectator experiences around your multiplayer game without custom infrastructure.

Web-based replay viewer (coming soon)
Live spectator streaming (coming soon)
Delay buffer for competitive integrity
Content creator and caster tools
Public share links via shareToken
Spectator tier for free viewers

Coming soon as part of GONet Legendary. Web replay viewer and live spectator streaming are in active development.

Unity Editor tooling

Purpose-built editor windows for every part of the record-replay workflow. No command-line tools or external apps required.

Replay Editor Window

A full playback interface inside the Unity Editor. Timeline scrubber, play/pause/seek controls, speed adjustment, and a file browser for loading recordings.

Timeline scrubber with keyframe markers
Playback speed: 0.25x to 4x
Forward and reverse playback
Loop modes: None, Loop, PingPong

Assessment Window

View analyzer results with severity grouping, issue inspection, and drill-down to specific events in the recording timeline.

Grouped by analyzer and severity
Click-to-seek to issue timestamp
Per-player finding summaries
Exportable assessment reports

Cloud Window

Upload, download, and manage cloud-stored recordings. Set up API keys and browse your session library without leaving Unity.

One-click upload and download
API key configuration
Session metadata browser
Storage usage dashboard

Bookmarks & Highlights

Mark important moments during recording or playback. Auto-detected highlights and manual bookmarks are stored in the recording file.

Manual bookmarks with labels
Auto-detected highlights with scores
System info and embedded log viewer
Bookmark management UI in editor

Simple, expressive API

Recording, playback, querying, and cloud uploads in just a few lines of code.

Record, Replay, Analyze

Conceptual API examples showing common record-replay workflows.

// Start recording a session
GONet.RecordReplay.StartRecording("match-42");
// Stop and save
var recording = GONet.RecordReplay.StopRecording();
recording.SaveToFile("match-42.gonetreplay");
// Load and play back
var loaded = GONetRecording.LoadFromFile("match-42.gonetreplay");
var controller = new GONetReplayPlaybackController(loaded);
controller.Play();
// Seek to a specific time
controller.SeekTo(TimeSpan.FromMinutes(5));
// Query events and detect highlights
var query = new GONetReplayQuery(loaded);
var spawns = query.GetSpawnEvents();
var highlights = GONetReplayHighlightDetector.DetectHighlights(loaded);
// Upload to cloud (GONet Legendary)
await GONetCloudClient.UploadRecordingAsync("match-42.gonetreplay");

Start recording your multiplayer sessions

Every session is data. Record it, analyze it, share it. Record & Replay is available exclusively in GONet Legendary.

Record & Replay — GONet Legendary | GONet