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Privacy and Data

g95237-del edited this page Jul 21, 2026 · 1 revision

Privacy And Data

Captured Pixels

DXGI Desktop Duplication captures composed screen pixels inside the game window rectangle. Notifications, overlays, and other windows covering the game can appear in the review clip.

Rolling frames remain memory-only and are evicted by time/size limits or cleared when capture stops. Save scene writes the selected clip to disk as an .ediclip containing JPEG frames. Treat it as captured media; ordinary deletion is not secure erasure.

Local Data Locations

Data Location
Project metadata <project>\project.edi.json
Project JSON history <project>\.history
Captured review clips <project>\clips\*.ediclip
Recent project paths %LOCALAPPDATA%\EdiIntegrationStudio\recent-projects.json
Runtime telemetry <game>\BepInEx\config\<plugin-guid>.telemetry.tsv
BepInEx log <game>\BepInEx\LogOutput.log

Clear output clears only the Studio's telemetry list. It does not truncate or delete the telemetry file.

Generated Files

Generated scaffolds can contain:

  • Absolute game and project paths.
  • Authored action names.
  • Unity object paths and animation candidates.
  • Plugin/project GUIDs.
  • Telemetry paths.
  • Generation timestamps.
  • The configured EDI URL.

The installation ownership manifest also stores source and installed paths. These are operational files, not recommended public release artifacts.

Network Behavior

The Studio and generated plugin communicate with EDI over its configured HTTP API. The default is loopback:

http://127.0.0.1:5000/Edi

If changed to a remote host, action names and device-control commands are sent to that endpoint. Do not embed credentials or private tokens in the URL.

The Studio does not persist this URL in project.edi.json. Scaffold generation embeds the field's current value in Plugin.cs, and later Build + install preserves Plugin.cs. To change an existing plugin endpoint, edit Plugin.cs deliberately or generate a new scaffold.

Publication Checklist

Do not publish these without deliberate review:

  • Project folders and .history.
  • .ediclip files.
  • Telemetry and logs.
  • scaffold.json.
  • edi-integration-studio.install.json.
  • PDB files or unsanitized build output.
  • Entire game, EDI, BepInEx, Managed, or interop directories.

For a mod release, stage an explicit allowlist in a new empty directory rather than zipping a working game or project directory.

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