Medal Auto-clipping Plug-in – Gameplay Clips & Screenshots


Use of the Medal API is subject to Medal’s Terms of Service: https://medal.tv/terms ... The delay lets a clip include what happens right after the event: a kill cam, a score ... Included


by Medal


Price History +

Official Medal integration: save gameplay clips and screenshots at your game’s key moments with one async call. Medal records; your game just sends the event.

Features

  • One-call clip capture with a configurable length and capture delay
  • One-call screenshot capture
  • Async API built on Unity 6 Awaitable, with no callbacks or coroutines needed
  • Typed results: success, ClipScheduled and a MedalErrorCode enum
  • Fails gracefully: if Medal isn’t running, calls return ConnectionFailed instead of throwing
  • No video encoding, replay buffer or file handling in your game; Medal handles all of it
  • Talks only to the Medal app on the player’s machine (localhost); the package itself makes no internet requests
  • Public key set once in Project Settings → Medal, with no keys in code
  • Works with the Built-in Render Pipeline, URP and HDRP (it contains no rendering code)
  • No third-party dependencies; uses only UnityWebRequest and JsonUtility
  • Separate runtime and sample assemblies (.asmdef); the samples can be deleted
  • XML documentation on the whole public API

Supported OS

  • Windows 10 and 11 (with the Medal desktop recorder) [confirm minimum Windows version]
  • The package compiles on every platform Unity supports. Where Medal isn’t available, calls return ConnectionFailed.

Link to documentation

Before you start

  • You need a free Medal Developer Portal account to create your public key and events: https://medal.tv/portal. There are no costs to use the portal or the API.
  • Players need the Medal desktop app for Windows installed and running, with Settings → Auto Clipping turned on.
  • Use of the Medal API is subject to Medal’s Terms of Service: https://medal.tv/terms
  • Your public key identifies your game to Medal. It isn’t a secret and is meant to ship in your build. You enter it once in Project Settings → Medal.

What it does


Medal Integration is Medal’s official Unity integration. It connects your game to the Medal desktop recorder. When something worth sharing happens, like a boss kill, a clutch play, a record lap or a photo-mode shot, your game sends one call and Medal saves the clip or screenshot for the player. They don’t need a hotkey or have to scrub through footage afterwards.


Medal does all the recording. Your game doesn’t encode video, keep a replay buffer or manage files on disk.

Customizable


You decide which moments trigger a capture, what each one is called, how long each clip is, and how long Medal waits before saving. The delay lets a clip include what happens right after the event: a kill cam, a score screen or the end of an animation. Players can turn each event on or off in Medal.


Suitable for


Any genre with moments players want to share: shooters, sports, racing, fighting, roguelikes, platformers and speedrun-focused games.


Limitations

  • Windows only, because the Medal recorder runs only on Windows 10 and 11. On other platforms, calls return ConnectionFailed and don’t affect the game.
  • Requires Unity 6 (6000.0) or newer, because the API is built on Awaitable, which arrived in Unity 6.
  • In the Editor and in development builds, calls return InactiveGame until you turn on Medal’s Early Access screen-recording test.
  • New events return UnsupportedCategory until they show as Live in the portal and Medal has been restarted.
  • The package doesn’t write errors or warnings to the Console. Every outcome is returned in MedalResult.

Included

  • Runtime client in its own assembly (MGI.Medal), with no third-party code or dependencies
  • An optional sample scene and script for testing your setup
  • A README covering setup, usage and every error code