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Privacy and Data
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.
| 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 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.
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.
Do not publish these without deliberate review:
- Project folders and
.history. -
.ediclipfiles. - 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.