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Troubleshooting

g95237-del edited this page Jul 22, 2026 · 2 revisions

Troubleshooting

EDI Will Not Start After Editing Definitions.csv

Every definition row must contain all seven fields from the header. An empty description still needs the final comma:

filler,filler,0,1200,filler,true,

Without it, some EDI versions throw a CsvHelper.MissingFieldException during startup.

Filler Is Enabled But Does Not Move

The EDI checkbox permits filler playback; it does not initiate the filler action. The current generated plugin sends Play/filler at startup and when focus/pause returns. Use the configured ActivateFiller hotkey, top-row or numpad 5 by default, to resend activation if EDI or filler was enabled after the game started. Hotkeys are stored under [Hotkeys] in BepInEx\config\<plugin-guid>.cfg and reload while the game runs.

Confirm that EDI loaded a definition named filler and that the selected device variant contains filler.funscript.

Rolling Capture Is Blank Or Stops

  • Keep the game visible and non-minimized.
  • Use windowed or borderless mode, not exclusive fullscreen.
  • Avoid HDR/10-bit output and protected content.
  • Restart capture after moving the game to another monitor or changing display mode.
  • Remember that overlapping windows are captured as composed desktop pixels.

Global Shortcuts Do Not Work

Another program may own the shortcut, or registration may have failed. Use the corresponding Studio buttons. Generated plugin keys require game focus.

No Unity Telemetry Appears

  • Confirm the plugin is installed under the expected BepInEx plugin GUID folder.
  • Confirm BepInEx disk logging is enabled at Message level.
  • Check BepInEx\LogOutput.log for plugin load errors.
  • Confirm the Studio points at the telemetry file listed by the scaffold.
  • Use Analyze Unity runtime again after changing BepInEx or the game.

IL2CPP Build Is Not Ready

Run the game after installing BepInEx and wait for interop generation. The generated project needs Unity interop assemblies under BepInEx\interop.

CS0731 And CS0518 In An Older Scaffold

Older generated projects could combine Unity's mscorlib/netstandard facades with SDK facades.

Preferred fix: generate a fresh scaffold with the current Studio.

If preserving a custom old scaffold:

  1. Remove manually added game-side mscorlib.dll, netstandard.dll, and System*.dll references.
  2. Remove duplicate UnityEngine.dll and unnecessary Assembly-CSharp.dll references.
  3. Set BepInEx/Unity compile references to Private=false and ExternallyResolved=true.
  4. Delete that scaffold's bin and obj directories.
  5. Rebuild.

Build And Install Refuses To Replace A Plugin

Close the target game. The deployer will not install while the process is running and will not replace an existing DLL unless the Studio ownership manifest is present.

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