Record your first playtest

About 10 minutesUnity 2022.3 LTS or 6Windows 10 or 11

By the end you'll have a session of yourself playing, with two moments your game marked, open on Studio's timeline. Nothing leaves your PC: an in-person session is written to a local folder.

1. Add the package

In Unity, open Window › Package Manager, select + › Add package from tarball…, and pick com.mulno.playtest-0.4.1.tgz, the file you download from the web app after signing in (Download page). The capture DLL and the uploader come inside it.

2. Make a config

Open Project Settings › Mulno Playtest and select Create Config. It saves Assets/Settings/PlaytestConfig.asset, where the recording quality (Standard by default), the tester hotkeys and consent live.

3. Mark two moments

Call Playtest.Mark where something happens, and wrap anything with a length in a span. Keys are strings like castle/boss_room; the Playtest Catalog can check them later.

Assets/Scripts/Hangar.cs
using Mulno.Playtest;

void OnCheckpoint()
{
    Playtest.Mark("checkpoint/reached");
}

IEnumerator BossFight()
{
    using (Playtest.Span("castle/boss_room"))
    {
        yield return RunFight();   // the whole fight becomes one clip
    }
}

These calls cost nothing in a release build

Recording is compiled in only with the MULNO_PLAYTEST define. Without it, Playtest.Mark compiles away and no recorder, DLL or watermark ships.

4. Build a playtest player

Use Tools › Mulno Playtest › Build Playtest Player (Windows x64), or the Playtest build profile on Unity 6. Both add MULNO_PLAYTEST for that build only.

Never ship a playtest build as your release

It records and shows the PLAYTEST BUILD mark. The build log warns you when the define is on.

5. Play, then watch it

Run the player, accept the consent screen, and play for a minute. Press F6 once to flag something. Quit. The recorder logs the session's folder in the player's log (%USERPROFILE%\AppData\LocalLow\<company>\<product>\Player.log) as a line that starts [Mulno] Recording and ends with session <folder>. By default sessions are written to a MulnoSessions folder under your game's Unity persistentDataPath.

Open Studio. On its first run it asks Where do your playtests record?: choose Local or network folder and give it that folder, or the MulnoSessions folder that holds it, then Open folder. Studio reads sessions where they are; nothing is copied or moved. Your checkpoint is a tick, the boss fight a clip, and your flag a yellow mark you can jump to. Press Ctrl K to find any action, and ? for every key.

If nothing shows up, check the log: recording exists only in a build made with the MULNO_PLAYTEST define, and a stale mulno_capture.dll under a newer package is refused at startup with an error that says so. Replace the whole package, then rebuild.