Learning Record And Play
If youtube tutorials is more your speed, try out the tutorial series here. If not check out how to create recordings, and then how to play them back.
Record And Play's Time namespace is responsible for controlling the time elpased between updates to the recorder and playback functionality. Record and Play 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 exanple of this would be a fighting game that operates at a locked 24 FPS for input, regaurdless of actual update lifecycle speed.
Quickly pick up the basics by checking out how to upload and download recordings from Recolude.
Once you become confortable 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.