To learn about some of the fundamental aspects of how Recolude operates, checkout the guides:
Learning How to Create And Playback Recordings
Recolude's Time namespace is responsible for controlling the time elapsed between updates to the recorder and playback functionality. Recolude defaults to using BasicTimeProvider, which just uses Unity3D's Time.time.
Games that have their own "time" independent of unity will want to implement the ITimeProvider to ensure the recording software captures the proper time values. An example of this would be a fighting game that operates at a locked 24 FPS for input, regardless of actual update lifecycle speed.
Once you become conformable with the basics, you can start to learn more about how IRecordingStorage and Config work. It's important to design your application around these abstract interfaces, as it allows you to easily upgrade/change your SDK version without any breaking changes. Going the extra step by designing your program around IRecordingStorage allows you to easily add fallbacks, like locally caching recordings when they fail to upload due to inevitable disturbances on a players home network.