Building Unleashed Recompiled from source requires a C++20-capable compiler, CMake 3.20+, and a legally acquired copy of Sonic Unleashed for Xbox 360 to supply the required game files. The project uses vcpkg for dependency management — it is bundled as a submodule and invoked automatically during CMake configuration, so no manual setup is needed.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/hedge-dev/UnleashedRecomp/llms.txt
Use this file to discover all available pages before exploring further.
Prerequisites
| Requirement | Details |
|---|---|
| Compiler | Clang (via Visual Studio 2022 on Windows, system Clang on Linux/macOS) |
| Build system | CMake 3.20+ and Ninja |
| Dependencies | Managed automatically by vcpkg (bundled submodule) |
| Game files | default.xex, default.xexp, shader.ar from your copy of the game |
Required Game Files
Before you can compile the project you must place the following files inside./UnleashedRecompLib/private/:
default.xex— the game’s main executable (found in the game’s root directory)default.xexp— the title update patch file (obtained via the title update package)shader.ar— the packed shader archive (found in the game’s root directory)
Clone the Repository
Clone the repository along with all submodules (vcpkg, XenonRecomp tooling, plume, and other third-party libraries):On Windows, if you cloned without
--recurse-submodules, run
update_submodules.bat from the repository root to pull them in.Platform Build Guides
Select your operating system to continue:Windows
Build with Visual Studio 2022 and the Clang compiler.
Linux
Build with CMake and Clang on Debian/Ubuntu or Arch.
macOS
Build with Xcode 16.3+ and CMake via Homebrew or MacPorts.
Available CMake Presets
All presets use the Ninja generator and write their output to./out/build/<preset-name>/. The Release preset additionally enables link-time optimisation (CMAKE_INTERPROCEDURAL_OPTIMIZATION).
Windows
| Preset | Build type |
|---|---|
x64-Clang-Debug | Debug |
x64-Clang-RelWithDebInfo | RelWithDebInfo |
x64-Clang-Release | Release (LTO enabled) |
Linux
| Preset | Build type |
|---|---|
linux-debug | Debug |
linux-relwithdebinfo | RelWithDebInfo |
linux-release | Release (LTO enabled) |
macOS
| Preset | Build type |
|---|---|
macos-debug | Debug |
macos-relwithdebinfo | RelWithDebInfo |
macos-release | Release (LTO enabled) |
The very first build takes considerably longer than subsequent ones because
CMake invokes XenonRecomp and XenosRecomp to translate the game’s PowerPC
binary and Xenos shader bytecode into C++ and HLSL respectively. This
recompilation step only runs when the input game files change.
