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Troubleshooting
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.
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.
- 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.
Another program may own the shortcut, or registration may have failed. Use the corresponding Studio buttons. Generated plugin keys require game focus.
- Confirm the plugin is installed under the expected BepInEx plugin GUID folder.
- Confirm BepInEx disk logging is enabled at Message level.
- Check
BepInEx\LogOutput.logfor 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.
Run the game after installing BepInEx and wait for interop generation. The generated project needs Unity interop assemblies under BepInEx\interop.
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:
- Remove manually added game-side
mscorlib.dll,netstandard.dll, andSystem*.dllreferences. - Remove duplicate
UnityEngine.dlland unnecessaryAssembly-CSharp.dllreferences. - Set BepInEx/Unity compile references to
Private=falseandExternallyResolved=true. - Delete that scaffold's
binandobjdirectories. - Rebuild.
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.