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G3 - Hotkeys
Updated 2 weeks agoHotkeys
A quick reference for the keys Stitchwork uses in-game. All keys are configurable — see "Changing keybinds" at the bottom.
Note: when a text input field has focus anywhere on screen (a search box, a dialogue editor, the conditions editor), Stitchwork's hotkeys are silenced so your typing doesn't trigger them. Click somewhere outside any text field to re-enable them.
Default keybinds
[image: a small table-style infographic showing each hotkey paired with its in-game effect]
What's needed for this image: a one-page hotkey cheat sheet, ideally printable, for power users who want a quick reference.
| Default key | Action | Notes |
|---|---|---|
Alpha1 (top-row 1) |
Toggle Pack Manager | Show or hide the Pack Manager window. |
Alpha2 (top-row 2) |
Open Dev Hub → Dashboard | Pillar overview, asset counts, scene info. |
Alpha3 (top-row 3) |
Open Dev Hub → Graphics | Sprite browser, animation inspector, materials. |
Alpha4 (top-row 4) |
Open Dev Hub → Text | Dialogue editor, text logs. |
Alpha5 (top-row 5) |
Open Dev Hub → Video | Cutscene replacement table, trigger log. |
Alpha6 (top-row 6) |
Open Dev Hub → Audio | Clip browser, live audio log. |
Alpha7 (top-row 7) |
Open Dev Hub → Debug | Dumping controls, FPS, GC stats, profiler. |
Home / End |
Pause / Freeze the selected animator | Animation console transport (B8). |
PageUp / Insert |
Next / previous frame (while paused) | The transport buttons show these live. |
FullDumpKey (unbound by default) |
Full asset dump | The Debug tab's Full Dump button (with its confirm step) is the intended way in; bind a key only if you want to skip the confirm. |
If your installation has different defaults, check the config file (see below) — the transport buttons in the animation console always display the keys your build actually uses.
What each tool does, briefly
- Dashboard: a status panel. Tells you how many packs are active, how many conflicts exist, and per-asset-type file counts. Useful as a quick health check.
- Graphics: where you find sprites, browse atlases, inspect animations, and (advanced) inspect material properties.
- Text: dialogue and UI text editor. Live log of which text keys the game has accessed during this session.
- Video: cutscene replacement table and live trigger log.
- Audio: searchable clip browser plus live play log. Click an entry to jump to it in the browser.
- Debug (formerly Performance): dumping controls (sprite dump toggle, text dump, the full-game dump — see the dumping reference), plus framerate, GC stats, and the frame profiler for debugging slowdowns.
Pack Manager (separate from Dev Hub)
The Pack Manager is its own window — different from the Dev Hub. It lists your installed packs, lets you toggle them on or off, configure their conditions, and switch profiles.
You open it via:
- The Pack Manager hotkey (default
Alpha1, the top-row1key). - Clicking the Status Overlay badge in the bottom-left corner of the screen.
- A button somewhere in the Dev Hub (depends on the build).
Pack Manager has its own controls, none of which are global hotkeys — they're buttons inside the window.
Status Overlay
The small badge in the bottom-left corner is the Status Overlay. It's not a window you open with a key — it's always visible (unless you turn it off in Pack Manager settings). It shows pack count, conflict count, sprite/clip totals, and the current scene + dominant pack.
Click the overlay to open the Pack Manager.
[image: Status Overlay badge with subtitle showing scene name and dominant pack hint]
What's needed for this image: a screenshot of the bottom-left corner with the badge clearly visible, ideally with a non-trivial pack count and a scene name.
Changing keybinds
Keybinds live in the BepInEx config file:
BepInEx/config/Stitchwork.cfg
Open it in any text editor. Look for entries like
DevHubGraphicsKey, ShowPackManagerKey, FullDumpKey, etc.
Change the value to a different key name (Unity's
KeyCode names)
and restart the game.
Common reasons to remap:
F6collides with Steam's screenshot key for many users. Pick something out of the F1-F12 range likeF8orPeriodif you want to avoid the conflict.- The number-row keys (
Alpha1-Alpha7) might conflict with how you assign hotkey items in-game. If you use those for inventory access, remap Stitchwork's Pack Manager / pillar keys to function keys or Page Up / Down.
Hotkeys NOT included in Stitchwork
Stitchwork doesn't ship a "toggle skin pack X" hotkey or per-pack hotkeys. If you want quick toggling, configure that pack with conditions — it can switch on or off based on game state automatically. For one-off manual toggling, the Pack Manager is the workflow.
Pages
- A-0 Wikis
- A1 - Getting Started
- A2 - Installing Packs
- A3 - The Pack Manager
- A4 - How Stitchwork Works
- A5 - When Something Looks Wrong
- AEx1 - Conditional Activation
- B0 - Choosing a Workflow
- B1 - Starting a Skin Pack
- B2 - Finding Any Sprite
- B3 - Porting Prior Work — Spritesheets & CKC
- B4 - Texture2D (T2D) Sprites
- B5 - Bigger Art — Anchors
- B6 - Animation Canvas Workflow
- B7 - Sprite Paths Reference
- B8 - The Animation Controller
- BEx1 - Reused frames — one sprite, many animations
- BEx2 - Instance-specific paths — same name, different art
- BEx3 - Appliqué: Per-Clip Art
- C1 - Text & Dialogue
- D1 - Audio
- E1 - Video
- F1 - Priority & Conflicts
- F2 - Distributing Your Pack
- G1 - Dumping & Full Dump
- G2 - Companion Mods
- G3 - Hotkeys
- G4 - Pack Folder Structure
- G5 - Testing With Savestates (DebugMod)
- G6 - Troubleshooting