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.
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.
| Action | Documented default | What to distinguish |
|---|---|---|
| Move / camera | WASD / mouse or arrow keys | Camera behavior can be configured separately. |
| A action / dash | E or Left Shift | Holding Shift can dash. |
| B action / cancel | Left Ctrl or Backspace | Game-level jump swapping can change B/X behavior. |
| Jump (X) | Space | Check Swap Jump Controls before diagnosing an unexpected action. |
| Sword attack | Left mouse button | Separate from selected-item activation. |
| Target / selected item | Right mouse or Z / F or X | Multiple documented alternatives can exist. |
| Quick-select pages | Q / R | Different pages, not a generic pause action. |
| Ocarina / talk to Navi | 1 or O / 3 or N | Distinct quick actions in the default reference. |
| Game menu / map | Tab / M | Different from the port's F1 settings menu. |
| Settings / overlay / fullscreen | F1 or Esc / F10 / F11 | Reserved 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.
| Setting or action | Controls | Does not establish |
|---|---|---|
| pad_layout | Interpretation of the controller's face buttons. | Which glyph assets are present. |
| prompts | Displayed button artwork where available. | A new physical input mapping. |
| Individual binding | The key/button assigned to an action. | A global layout or new prompt package. |
| device_profile | A 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.

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.
Enter listening mode
Press Enter or the controller's A/confirm action. Then press the new key or button you want to assign.
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.
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.
| Symptom | First check | Useful follow-up |
|---|---|---|
| No input at all | Foreground focus and input=none. | Whether menus and gameplay both fail. |
| Wrong face-button action | pad_layout and game-level B/X swap. | Which physical position causes which action. |
| Correct action, wrong picture | prompts selection and available artwork. | Whether a mod replaced the assets. |
| A remap removed another source | Whole-line binding replacement. | Restore the old line or the documented source default. |
| Controller changes unexpectedly | Last 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.
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.
