MHGU Relink 0.2.2 · 2026-11-13

r14: Drag the bow charge button to set direction
While charging the bow, hold Fire and drag left, right, up or down to change the native yellow direction guide's horizontal and vertical angles and the actual direction of this arrow. This does not open the scope automatically. Without a drag, existing lock-on behavior is retained; after a drag, your manual direction takes priority for this charge and arrow so lock-on does not immediately pull it back.
In the non-classic outside-quest ranged layout and quest Bow, Heavy Bowgun and Light Bowgun layouts, the crosshair button always sends R instead of changing to X when sheathed, drawn or using a different Bow Controls type. Remove the duplicate independent R at the upper right. The crosshair R follows the R visibility setting under Buttons on the screen for drawing, touch hit testing and editing. Bow Fire still charges according to the game's Type 1/Type 2 setting.

r13: Bow charge guide and one-finger item/ammo sliding
Bow charging now admits the native yellow direction guide and removes automatic visibility when charging ends, instead of opening the large screen reticle. Manual aiming keeps its native behavior; camera, lock-on, arc-shot landing markers and other weapons retain their existing rules.
Hold to expand the item/ammo bar and slide repeatedly in either direction with one finger. A gesture is no longer limited to one selection; release and start again as needed. Quick item-use taps and stationary ammo-arrow repeat remain available. Releasing an expanded or dragged bar does not use the item; menus, backgrounding and preset changes release touch bar input.

r12: Ranged R visibility and quest HUD editing
Restore an independent R button in the outside-quest ranged layout and the quest Heavy Bowgun, Light Bowgun and Bow layouts. It follows its corresponding Buttons on the screen visibility setting for drawing, touch hit testing and editing. Move the default R away from the ammo arrows; migrate only the unchanged old default position and size, preserving custom placements. Aim and X+A mappings remain unchanged.
During quests, the target, item bar and Hunter Arts regions can be dragged and saved. HUD regions take priority over enlarged button hit areas while editing, and their edit boxes remain available when HUD data ages or a frame is missing. Manual HUD offsets remain independent of automatic HUD rearrangement.

r11: Use any saved preset regardless of weapon
During quests, selecting any saved preset immediately uses its own control positions, sizes, HUD offsets, style and combos, regardless of the equipped weapon. The choice is saved separately and remains through weapon changes, menus, backgrounding, restarts and later quests. The base weapon for presets 17-20 is an initialization template, not a usage restriction; selecting an existing preset does not copy the template again. The list highlights the actual selection. Save and use selects the edited preset; Cancel preserves the earlier explicit choice. Outside quests, ordinary switching still uses Melee layout 2 and Ranged layout. Older configurations without a manual selection retain their original weapon mappings.

r10: Reload the saved layout when reapplying a preset
Reapplying the active preset during a quest now reloads its saved control positions, sizes, HUD offsets and style, and clears old touches and tap pulses. Previously an unchanged preset binding could leave the old in-memory layout active and later write old coordinates back when changing weapons. Existing weapon bindings remain: a different weapon's preset updates only that weapon; outside quests, Melee layout 2 or Ranged layout is used.

r9: Universal control visibility and D-pad shortcut
Universal virtual buttons and reserved presets that inherit them now follow the corresponding Buttons on the screen settings, consistently for drawing, touch hit testing and editing. Hiding a held control releases its touch input. Restore the D-pad visibility shortcut with editable, saved position and size. Hiding the D-pad clears its held directions and short-tap pulses while preserving physical controller input. Move only the formerly unused shortcut's old default below L; keep custom positions and sizes. Retain the two outside-quest layouts, top editor toolbar and hidden universal virtual right stick.

r8: Top editor toolbar and two outside-quest layouts
Hide the virtual right stick in the universal classic layout and reserved presets that inherit it, without adding a switch. Camera swipes and physical controller right-stick input remain available. Every layout editor now places its action buttons at the top, with the title and hint in the upper center, preserving saved control positions. Outside quests, only Melee layout 2 and Ranged layout remain in ordinary switching, editor paging and settings choices. All 20 weapon presets remain. Data for the retired melee layouts 1 and 3 is retained; old selections fall back to Melee layout 2.

r7: Direct preset selection and layout saving
Fix Android layout saves using different relative directories for temporary files and replacement, which also blocked Next layout. Editing can save both during and outside quests. Settings → Controls adds Layout presets: weapon/Prowler presets 1-15, universal virtual buttons at 16, and reserved presets 17-20. Tap a bound preset to save and use it immediately; choose a weapon first for an unbound reserve. Preset 16 applies to every weapon and Prowler; a weapon-specific preset changes only that weapon. Edit the selected preset directly without paging through the others. Ordinary layout switching outside quests still uses four layouts. Failed saves report an error and retain the previous selection; canceling edits does not undo a preset already selected explicitly.

r6: Preset 16, universal virtual buttons
Preset 16 works with every melee and ranged weapon and Prowler. It provides A/B/X/Y, L/R, ZL/ZR, the D-pad, both sticks, L3/R3 and plus/minus, with editable positions and sizes. Save and use selects it for all weapons and Prowler. Saving a weapon-specific preset afterward switches only that weapon back. Presets 1-15 still cover the 14 weapons and Prowler; presets 17-20 are four bindable reserves, keeping 20 presets in total. Universal controls send their original buttons; stick movement does not automatically press R. Editing remains available during quests without automatic layout switching. Ordinary switching outside quests still uses the original four layouts.

r5: Layout editing and 20 weapon presets
In quests, keep editing the current weapon's layout. Outside quests, edit 20 weapon presets: one for each of the 14 weapons and Prowler, plus five reserved slots that can bind to a weapon. The four general layouts remain editable. Each preset saves its own positions, sizes and HUD offsets. Binding a reserved slot copies that weapon's current layout and uses its combo bindings. Save and use selects the preset only for its bound weapon. Changing pages saves positions without selecting the preset; a new or changed weapon binding requires Save and use. Cancel reverts the current page. Leaving the editor restores the active layout. Ordinary switching outside quests still cycles only the four general layouts.

r4: Bow charge reticle
The native bow screen reticle appears while charging and closes outside charging. Firing, canceling and non-charging follow-up moves do not extend its display. Uses the game's charge query rather than treating held Fire or every weapon action as charging. Reticle display is independent of lock-on, left-stick movement and action rebinding; retains r3's automatic facing when the left stick is centered.

r3: Automatic turning with the left stick centered
Locked ranged attacks and charges turn toward the selected monster only while the left stick is centered. Pushing it leaves direction to the player; releasing it during a valid charge resumes assistance without a new standing start or attack press. Cancel, dodge, sheathe and manual-aim checks remain. Persistent scoped tracking uses the same left-stick condition; it does not open aiming mode or change move inputs.

r2: Controller input and graphics diagnostics
Forward joystick and hat motion while the text editor retains focus after editing a network IP address, so direction input no longer requires switching apps to recover.
Add Settings → App → Record graphics diagnostic. Close Settings to record rendering state for six consecutive frames, then use Share log. Recording stops automatically and is off by default; graphics settings are unchanged. Intermittent equipment-menu background darkening is still under investigation; this diagnostic does not establish a fix.

Combined lock-on and persistent lock-on
Ordinary turning no longer triggers reticle tracking. Bow, light bowgun and heavy bowgun track the selected monster only after you manually enter the game's native aiming state. Persistent aiming no longer overwrites the normal camera angles.

Fixed quest buttons
Opening or closing game menus keeps the same buttons, positions and held inputs. Melee and Prowler keep Attacks: buttons; ranged weapons keep their dedicated controls. Quest preset switching is disabled, including in the editor. All four presets remain available outside quests. Loading and cutscenes retain the quest profile until a village is confirmed.

Travel and cutscene stability
Publish the wait notification before releasing the guest mutex to prevent a missed wake-up. Decoder destruction now waits for active callbacks before freeing buffers and its mutex, rejects late calls, and fixes repeated destruction and guest handle clearing.

Returning from another app
Window recovery now uses one ordered resource teardown and updates the window record, avoiding duplicate destruction and recreation on resume. Initial creation and recovery both use the selected driver. Acquiring a display image has a 100 ms timeout so a stalled window can return control to the next frame. Online sessions continue running in the background.

Previous shader, startup, translation and input fixes are retained, with a recognizable 0.2.2 build log. Host regressions and build checks cover these changes; black screens, village travel, background recovery and camera behavior still need testing on affected devices.

MHGU Relink 0.2.1 · 2026-11-13

Black screen on some devices
Ordinary shaders no longer require an unused optional shadow-LOD extension that older compilers reject. The extension is declared only when used. Old translated programs are invalidated automatically; the first launch rebuilds the affected caches.

Startup
Game-file validation and the resource index share one directory scan instead of walking over 35,000 files twice. Files are checked on every launch; no index is reused across launches.
Resource indexing no longer searches large directories repeatedly to link entries. Game-file checks, mod order and shader caches are preserved.
Startup stages now report their duration in the log. The actual improvement needs comparison on the same device; the first launch still reads game files and prepares caches.

Changelog
Available under Settings → App → Changelog in English, Spanish and Chinese.

Persistent lock-on
New Controls option, off by default. Enable Lock on and Persistent lock-on to keep a manually selected target until you cancel it. Bow, light bowgun and heavy bowgun aim follows that monster after you manually enter aiming mode.
Tap the target icon to switch monsters. Hold for at least half a second and release, or press the controller's right stick, to cancel lock-on.

Previous fixes retained
Touch buttons during cutscenes.
Melee and Prowler use the Attacks: buttons layout in quests; all four layouts remain available outside quests.
Separate fire, manual aim, X+A crouching fire, ammo selection and gyro aiming for ranged weapons.
Widescreen scope flicker and edge alignment fixes for 21:9 and 32:9.
Chinese translations for settings help, weapons and controller buttons.
