Skip to main content

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.

While a controller is strongly recommended for the best experience, Unleashed Recompiled includes full keyboard support with a set of default bindings. The layout below is based on the keyboard scheme used by Devil’s Details for Sonic Generations (2011).

Default Bindings

Controller ButtonDefault Key
A (Cross)S
B (Circle)D
X (Square)A
Y (Triangle)W
D-Pad UpUnbound
D-Pad DownUnbound
D-Pad LeftUnbound
D-Pad RightUnbound
StartReturn
Back (Select)Backspace
Left Trigger (L2)1
Right Trigger (R2)3
Left Bumper (L1)Q
Right Bumper (R1)E
Left Stick UpUp Arrow
Left Stick DownDown Arrow
Left Stick LeftLeft Arrow
Left Stick RightRight Arrow
Right Stick UpUnbound
Right Stick DownUnbound
Right Stick LeftUnbound
Right Stick RightUnbound
The default layout is based on Devil’s Details’ keyboard layout for Sonic Generations (2011).

Changing the Bindings

Keyboard bindings are configured in the [Bindings] section of config.toml. The file is located at:
PlatformPath
Windows%APPDATA%\UnleashedRecomp\config.toml
Linux~/.config/UnleashedRecomp/config.toml
Each entry maps a controller action (e.g. Key_A) to an SDL scancode name. Below is an example [Bindings] block reflecting the defaults shown in the table above:
[Bindings]
Key_A = "S"
Key_B = "D"
Key_X = "A"
Key_Y = "W"
Key_Start = "Return"
Key_Back = "Backspace"
Key_LeftTrigger = "1"
Key_RightTrigger = "3"
Key_LeftBumper = "Q"
Key_RightBumper = "E"
Key_LeftStickUp = "Up"
Key_LeftStickDown = "Down"
Key_LeftStickLeft = "Left"
Key_LeftStickRight = "Right"
Valid key names are taken from the left column of the SDL_Scancode enum. Strip the SDL_SCANCODE_ prefix and use the remainder as the value — for example, SDL_SCANCODE_S becomes "S", and SDL_SCANCODE_RETURN becomes "Return". To leave a button unbound, set its value to "Unknown" or omit the line entirely.
Using a controller is strongly recommended for the best play experience. In-game Action Remapping (full button rebinding without editing files) is planned for a future update.

Build docs developers (and LLMs) love