Recorder & telemetry

The recorder captures a Play-In-Editor session as a timeline of variables and events, then lets you (or your assistant) query it afterward: what was the state at this moment, what changed across this window, where did the errors happen. It is built for AI-assisted debugging of a play session without re-running it.

What it is

Two halves. A capture side records a session to a file while you play in the editor, and a query side (the recorder.* tools) reads a recorded session back in small, bounded answers. Recorded data is variables (per-object time series, stored as change points so long sessions stay small) and events (timestamped, named, severity-tagged).

Status, honestly. The recorder and its query tools are real, wired, and unit-tested. But what gets captured out of the box is limited: the plugin records the session lifecycle automatically, while capturing meaningful gameplay data (positions, throttle, race events, errors) requires you to add a few lightweight log calls in your own game code using the recorder's logging API. Without that instrumentation, a session holds the envelope but little gameplay data. Treat this as an advanced feature: the plugin is the recorder and the query engine; you decide what to feed it.

Capture a session

Query a session

All through your assistant (the recorder.* tools). Start broad, then drill down:

Every result is hard-capped and self-describing, so your assistant can analyze a multi-minute session without blowing its context.

Limitations

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