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.Before you startYou 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/termsYour 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 doesMedal 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.CustomizableYou 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 forAny genre with moments players want to share: shooters, sports, racing, fighting, roguelikes, platformers and speedrun-focused games.LimitationsWindows 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.IncludedRuntime client in its own assembly (MGI.Medal), with no third-party code or dependenciesAn optional sample scene and script for testing your setupA README covering setup, usage and every error codeFeaturesOne-call clip capture with a configurable length and capture delayOne-call screenshot captureAsync API built on Unity 6 Awaitable, with no callbacks or coroutines neededTyped results: success, ClipScheduled and a MedalErrorCode enumFails gracefully: if Medal isn’t running, calls return ConnectionFailed instead of throwingNo video encoding, replay buffer or file handling in your game; Medal handles all of itTalks only to the Medal app on the player’s machine (localhost); the package itself makes no internet requestsPublic key set once in Project Settings → Medal, with no keys in codeWorks with the Built-in Render Pipeline, URP and HDRP (it contains no rendering code)No third-party dependencies; uses only UnityWebRequest and JsonUtilitySeparate runtime and sample assemblies (.asmdef); the samples can be deletedXML documentation on the whole public APISupported OSWindows 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 documentationSetup and API: https://medal.tv/portal/docs/auto-clippingREADME.md is included in the packageSupport: https://support.medal.tv/support/home


