At a glance

  • F1/Esc opens settings; Minus+Plus is the documented controller combination.
  • Layout changes physical face-button interpretation; prompts change displayed artwork.
  • Record the old binding before remapping, and check focus before diagnosing a disconnected controller.

Open the NX2navi controls menu

Start the built game and bring its window to the foreground. Press F1 or Esc to open settings, then select Controls. A connected controller can use the documented Minus+Plus combination. These controls belong to the running game, not to the launcher's installation screen.

F10 cycles the performance overlay and F11 toggles borderless fullscreen. They are helpful while testing a binding or display change, but neither opens the binding editor. The reference reserves F1, F8, F10, F11 and Esc, so do not expect every keyboard key to be freely assigned.

Before changing a large group of actions, make a copy of the game's nx2navi.ini beside the executable and note whether the game's own Swap Jump Controls option is enabled. That option can exchange B/X actions, which changes how a default table should be interpreted. See settings for file location and recovery.

Input configuration diagram separating keyboard bindings, controller layout, button prompts and controller focus.
Original input reference. The mapping tables below follow the v0.8.0 controls documentation.

Default keyboard and mouse controls

The following NX2navi controls are taken from the matching project reference. They are a starting point, not a guarantee about a configuration you have already edited. Test the relevant action in a safe location before relying on it during combat.

Mouse camera behavior and game-action buttons are different parts of input. The documentation distinguishes direct mouse behavior from stick-style handling. v0.8.0 reports a fix for direct mouse behavior on game version 1.1.1; an older report is not proof that the current option can never work.

ActionDocumented defaultWhat to distinguish
Move / cameraWASD / mouse or arrow keysCamera behavior can be configured separately.
A action / dashE or Left ShiftHolding Shift can dash.
B action / cancelLeft Ctrl or BackspaceGame-level jump swapping can change B/X behavior.
Jump (X)SpaceCheck Swap Jump Controls before diagnosing an unexpected action.
Sword attackLeft mouse buttonSeparate from selected-item activation.
Target / selected itemRight mouse or Z / F or XMultiple documented alternatives can exist.
Quick-select pagesQ / RDifferent pages, not a generic pause action.
Ocarina / talk to Navi1 or O / 3 or NDistinct quick actions in the default reference.
Game menu / mapTab / MDifferent from the port's F1 settings menu.
Settings / overlay / fullscreenF1 or Esc / F10 / F11Reserved utility controls.

Controller layout and button prompts are separate

The port documents SDL-based controller support. The pad_layout default follows Nintendo-style face-button naming, while Xbox/PlayStation-style selection treats the south face button as A. The auto choice uses SDL's reported button labels. Choose the arrangement that matches the physical behavior you want, then test confirm/cancel before rebuilding muscle memory.

The prompts option controls which button artwork appears on screen, with documented Nintendo, Xbox, PlayStation, SteamDeck and PC choices. Selecting artwork does not remap the hardware. Assets may also be missing or replaced by a mod, so the existence of an option does not ensure every prompt immediately changes.

Restart the game after a layout change if the action-button diamond still shows the old arrangement: some of that display is chosen at startup. For a Nintendo-layout pad, selecting Nintendo explicitly can avoid Auto’s documented startup limitation, which can show an Xbox arrangement.

If you want a controller to feel like an Xbox layout while showing Xbox glyphs, check both settings. If only the glyph is wrong, avoid remapping every action to compensate for an artwork issue. The Steam Deck guide covers why a handheld profile is a further, separate configuration layer.

Nintendo and Xbox face-button positions, showing A on the east and south respectively.
Original layout comparison. Individual bindings and prompt artwork remain separate settings.
Setting or actionControlsDoes not establish
pad_layoutInterpretation of the controller's face buttons.Which glyph assets are present.
promptsDisplayed button artwork where available.A new physical input mapping.
Individual bindingThe key/button assigned to an action.A global layout or new prompt package.
device_profileA set of applicable starting defaults.That every controller or scene has been tested.

Change a binding with the in-game editor

Use the Controls screen for an ordinary remap. It provides a clearer way to see the action and input source than editing a long INI line without context. A replacement can remove or reassign the previous action, so record what was there first.

After changing a cell, close the menu and test the result in gameplay. Then reopen the menu to verify the saved assignment. Change one action at a time when diagnosing a problem; changing the layout, prompts and several bindings together makes it harder to identify the cause.

Young Link plays the ocarina while Nintendo Switch 2 button prompts appear on screen.
Official Switch 2 promotional image showing the original game's ocarina prompts. © Nintendo. These are not NX2navi PC bindings or a remapping-menu capture. · Nintendo official gallery
  1. Select the action and input cell

    In F1 → Controls, choose the keyboard or controller cell for the intended action. Ensure you are editing the right input source.

  2. Enter listening mode

    Press Enter or the controller's A/confirm action. Then press the new key or button you want to assign.

  3. Cancel or clear deliberately

    Esc or waiting cancels the pending capture. Delete, Backspace or the documented X action clears a binding; clearing is different from restoring the previous value.

  4. Test and preserve the result

    Check the action in a safe scene and keep a known-working configuration before making further changes.

Adjust mouse camera and stick sensitivity carefully

The official controls reference separates mouse_mode and mouse_sens from stick_sens and stick deadzones. Direct mouse input and stick-style movement can feel different, so identify the selected mode before increasing sensitivity to compensate for the wrong behavior.

If the camera does not move, check foreground focus, mouse capture and whether the settings menu is consuming input. If the camera drifts with a controller at rest, inspect the stick/deadzone options instead of treating it as a graphics defect. Adjust the relevant left/right deadzone gradually, testing whether the drift stops while intended small movements remain possible.

Do not copy a universal sensitivity or maximum deadzone. Device wear, connection and preference differ. The reference includes stick_deadzone, lstick_deadzone and rstick_deadzone; use the matching version's explanation and keep the old value. Windows Switch 2 Pro Controller behavior has additional documented bridge limitations, so a generic SDL claim is not proof that every direct connection works.

Understand INI bindings before editing manually

Advanced bind_A-style entries replace the whole action mapping described by that line. They do not simply append a new button to every default source. If you want to keep the other input source, the reference documents key:default and pad:default for retaining its defaults.

Do not paste a binding from another port: action names, syntax and reserved inputs differ. Inspect the game's log if an entry is invalid, and compare it with the version-matched official controls reference. Avoid replacing your entire configuration with a sample just to repair one key.

The settings guide explains comments, overrides and restart behavior. An environment override or a second installation's INI can explain why editing a file has no apparent effect. Verify the running game's folder before repeating the same edit.

Fix an unresponsive or confusing controller methodically

The documentation says input is used in the foreground and SDL selects the last connected controller providing input. First click/focus the game and test the intended device alone. A second connected pad can change the active controller without indicating that your bindings were erased.

Next inspect whether input = none was left in the configuration, check the selected layout and test an unmodified menu action. If keyboard input works but a controller does not, preserve that distinction in your report. A complete game freeze or exit belongs in crash troubleshooting, rather than being automatically labelled a controller problem.

For rumble or motion-related preferences, use only the options actually exposed by your version and recognized device. SDL support does not guarantee every controller's gyro, vibration or platform-specific feature. Record the exact model and connection type instead of promising equivalent behavior for every Bluetooth device.

SymptomFirst checkUseful follow-up
No input at allForeground focus and input=none.Whether menus and gameplay both fail.
Wrong face-button actionpad_layout and game-level B/X swap.Which physical position causes which action.
Correct action, wrong pictureprompts selection and available artwork.Whether a mod replaced the assets.
A remap removed another sourceWhole-line binding replacement.Restore the old line or the documented source default.
Controller changes unexpectedlyLast active connected device.Test with only the intended controller connected.

COMMON QUESTIONS

Frequently asked questions

How do I open NX2navi settings?

With the running game focused, press F1 or Esc. The documented controller combination is Minus+Plus.

Can I use an Xbox or PlayStation controller?

The project documents SDL-based gamepad input and configurable layouts. Confirm your actual device is recognized; this does not promise every device-specific feature.

Does changing prompts remap the buttons?

No. Prompts select artwork where the assets are available. pad_layout and individual bindings determine physical input behavior.

Why does Space no longer jump?

Check your individual remaps and the game's Swap Jump Controls option, which can exchange B/X actions. The default table assumes the documented baseline configuration.

Can I bind F1 or F11 to another action?

The controls reference reserves utility keys including F1, F8, F10, F11 and Esc. Use a permitted binding rather than assuming all keys are available.

KEEP EXPLORING

Related guides

Windows installationFollow the NX2navi setup journey from preparing compatible files to the local build, first launch and initial configuration.Steam DeckUnderstand SteamOS setup considerations and distinguish an NX2navi device profile from evidence of successful operation on the actual hardware.Graphics settingsLearn how display resolution, upscaling, frame generation and HDR differ, and why available options depend on hardware and software support.

SOURCE MATERIAL

Official sources

Use these project references to check the documented behavior and applicable software version. Hardware results and unresolved reports are identified in the relevant sections.