Official Medal Auto-Clipping Plug-In View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
6000.6.6 or later
Package size
19 KB
Files
9
Views in the past week
80

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Official Medal Auto-Clipping Plug-In

by Medal (opens in new tab)

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Millions of gamers use Medal to share gaming clips. Help your players clip the best moments with our official plugin. Decide what to clip, and our recorder automatically does the rest.

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Price history

Last 6 months

USD
Price history for Official Medal Auto-Clipping Plug-In, 6 months Current Free; lowest Free; highest Free in this period. $0 30 Oct 1 Nov 3 Nov 5 Nov 7 Nov 9 Nov 11 Nov

About this asset

Before You Start

  1. Download the Medal Desktop App.
  2. Make an account.
  3. Claim Your Game on Medal for Developers. There are no costs to use the portal or the API.

Notes:

  • 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 Is Medal?

Medal is a desktop app players use to capture gaming moments with their friends. Players have the desktop app open while they play games and capture gameplay clips or long recordings of their play sessions. Our recorder automatically detects games and classifies content into a player's library.

What Does Medal's Auto-Clipping Plug-In Do?

This plug-in is Medal’s official Unity integration. It connects your game to the Medal desktop recorder and helps you, as a publisher or studio, get higher-quality content from the gamer's playing your game. Based on events you set (e.g., a boss kill, a death), our recorder will automatically clip those events for the player, ensuring they always have high-quality content to share and never miss the epic moment. They don't need to manually press the hotkey to clip or scrub through footage afterwards.

Medal does all the recording; your game sends one call, and Medal saves the clip or screenshot. Your game doesn't encode video, keep a replay buffer, or manage files on disk.

How Customizable Is It For You?

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.

How Customizable Is It For The Player?

Players can customize which of your implemented auto-clip events they want captured in their Medal settings.

Suitable For:

At Medal, we believe (and know from data) that every game is worth clipping, from single-player to multiplayer to indie to AAA. If you think there are moments worth sharing -- whether you are a fighting game, shooter, sports game, platformer, narrative single-player game, MMORPG, MOBA, or co-op -- auto-clipping is suitable for you!

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.

Testing:

  • 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.

From the publisher's Asset Store listing.

Technical details

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)
  • The package compiles on every platform Unity supports. Where Medal isn’t available, calls return ConnectionFailed.

Link to Documentation

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.6.6f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.