Session replay for Unity projects
Jahro Session Replay records from inside your Unity build and plays it back in the dashboard with log lines highlighted at the frame they fired. Manual Replay, Autostart Replay, or Shadow Replay — pick the workflow that fits the bug.
Works with Android + iOS · No ADB · No external recorder · EU hosting

Two steps. Bug captured. Bug understood.
From device capture to shareable link — the full context your team needs to stop guessing and start fixing.
Record
The build captures frames on the same clock as your logs. Async GPU readback at 5 fps, JPEG-encoded, each filename carrying a UTC millisecond timestamp — on device, no cable, no OS screen recorder.

Watch
Developer opens the link. Sees the repro. The snapshot opens in any browser — scrub to a frame, logs follow; click a line, the player seeks. Async review, no meeting.

One SDK. Three ways to capture.
Pick the mode that fits the bug. Change it in the Jahro console Settings inside your build — applies after restart.
Manual Replay
Start recording when you're about to chase a specific repro. Stop when you have it.
Use when
You can trigger the bug on demand and want a clean, intentional capture.
Autostart Replay
Recording starts automatically when the snapshot session starts — no per-run tap.
Use when
Long QA passes, producers on RC builds, or when “record by default” discipline is needed.
Shadow Replay
A rolling buffer runs in the background. Something weird happens — tap Commit. The last 2 minutes are saved.
Use when
Flaky bugs, surprise crashes, “once in twenty runs” — anything you didn't know you'd need to prove.
Video and logs in the same window. Synchronized.
Scrub the video. The logs follow. Click a log line. The video jumps to that moment.

Hover the timeline strip to preview any frame without leaving the log view.
Video Timeline Strip
Filmstrip above the log feed; hover to preview a frame; click to seek.
Replay Player
Floating player above the log panel; portrait/landscape; resizable; stays useful while scrolling.
Frame-synchronized log highlighting
The log line for the current frame highlights automatically; sync is timestamp-driven, not manual alignment.
Reverse navigation: log → video
Click a log line; the player seeks to the frame that was on screen when that event fired. Walk backward from an exception to gameplay context.
Multi-part playback
Multiple video parts (separate Manual segments or Shadow commits) appear as segments on one timeline; playback is continuous; logs stay in one stream.
Time displays
LOCAL, +SESSION, and VIDEO visible together in the log UI for complete timeline context.
Every question you'd ask in a triage call — what was on screen when this log fired?, what happened right before the crash? — answered in one browser tab. Jordan forwards one link; Viktor sees less calendar lost to repro theater.
Built for the sessions that matter.
Flaky bugs
Happens once in twenty runs — Shadow Replay commits the last 2 minutes; you don't have to predict the frame.
Remote QA
QA and dev in different time zones — one snapshot link, async review, no screen-share scheduling.
Client deliverables
Co-dev or outsource? The replay is the receipt. No 'trust us, it broke.'
Producer playtests
Non-dev build, non-dev eye — commit replay; dev gets full visual context without telephone game.
Visual regressions
A screenshot misses motion — replay shows the sequence before the layout blew up.
Pre-release RC
Autostart on session — normal play; when something surfaces, the context is already there.
Session Replay is in beta — here's what to expect.
Defaults and limits will move as we see real usage. Below is the honest list so your team isn't surprised after integration.
- —Audio is not recorded. JPEG frame sequence only — no audio track.
- —Screen Space — Overlay UI is not captured (Unity constraint). Screen Space Camera and World Space UI can be captured; Overlay HUD will not appear in the replay.
- —Android Emulator uses a synchronous ReadPixels fallback (detected via GPU name). Fine for setup; measure performance on hardware.
- —Not for anonymous production monitoring. Built for dev, QA, and RC-style builds — not for monitoring live players at scale.
- —15-minute cumulative cap per snapshot session applies to committed replay duration only. The Shadow rolling buffer does not count toward the cap until you commit. When cumulative committed duration reaches 15 minutes, recording stops for that session; there is no automatic segment splitting — start a new snapshot session (relaunch) to record more.
- —Storage / quality defaults (frame rate, resolution, JPEG quality, buffer MB) are controlled from Jahro's backend configuration, not from the Unity editor. QA/dev choose recording mode (Manual / Autostart / Shadow) in the in-game Jahro console Settings.
Full defaults and API: Replay docs (Unity) · Replay in the web console · Changelog
Common questions before you enable it.
The repro is on video. Time to fix it.
Add Session Replay alongside the snapshot workflow your QA already uses — the next handoff arrives with footage, not guesses.