Recording API Reference
Complete API documentation for the Recording feature across all supported engines.
Overview
All SDKs communicate with the Shard Launcher via HTTP POST to trigger recording events. The API is consistent across engines with language-appropriate naming conventions.
Endpoint
POST http://localhost:9876/api/recording/triggerPayload
{
"eventId": "myGame_e5f6g7h8",
"timestamp": "2024-01-15T10:30:00.000Z"
}Trigger Event
Trigger a recording event. The Shard Launcher captures gameplay around this moment.
# Godot 4.x
ShardSDK.recording.trigger_event("myGame_e5f6g7h8")| Parameter | Type | Description |
|---|---|---|
event_id | String | Event ID from ShardKit CLI |
Configuration
All SDKs support the same configuration options:
| Setting | Default | Description |
|---|---|---|
launcher_url | http://localhost:9876 | Shard Launcher URL |
enable_recording | true | Enable/disable recording triggers |
Configure in Project → Project Settings under shard_sdk/:
# Or programmatically
ShardSDK.launcher_url = "http://localhost:9876"
ShardSDK.enable_recording = trueError Handling
All SDKs use fire-and-forget HTTP requests with silent failure:
- If the Shard Launcher is not running, calls silently fail
- No exceptions are thrown to your game code
- Network timeouts are handled automatically (5 second timeout)
Your game continues running normally even if the launcher is unavailable.
Event ID Format
Event IDs are generated by the ShardKit CLI and follow this format:
{camelCaseGameName}_{8hexChars}Examples:
myGame_e5f6g7h8superAdventure_a1b2c3d4dungeonCrawler_f9e8d7c6
Engine-Specific Documentation
For detailed setup instructions, see your engine’s documentation: