Rewired Editor

The Rewired Editor allows you to create players, actions, controller maps, custom controllers, configure settings, and more.


Pages:


Settings

Settings

The Settings page allows you change the options for the current Input Manager. The options available are as follows:

Update Loop:

Updates input in one or more game loops.
Selecting Multiple will update input in each loop chosen. Each loop is updated and tracked independently so all input calls will work in either loop. Select multiple if you need to be able to get input, for example, from both Update and FixedUpdate.

Update Updates input only in the Update loop. If you try to get input from the FixedUpdate loop, you will miss some input data. Ex: GetButtonDown and GetKeyDown will not always return correctly. (Required)
FixedUpdate

Updates input only in the FixedUpdate loop. If you try to get input from the Update loop, you will miss some input data. Ex: GetButtonDown and GetKeyDown will not always return correctly.

OnGUI

Updates input only in the OnGUI loop. Only necessary if you need GetButtonDown to work within the Unity GUI.

WARNING: Enabling this will cause a 300-500 byte memory allocation per frame due to the way OnGUI works. This will contribute to garbage collection overhead.

   
Platform Settings: Certain build platforms have settings which you can set individually. Click the name of the platform, then options will appear below. For settings that affect all build platforms, click the "All" button.
All:  
Disable Native Input

Force Unity Input to be the input source. This will disable all external input sources such as Raw Input, Direct Input, XInput, and native OSX.

WARNING: Unity Input does not allow hot-plugging on some platforms. If you need hot-plugging, do not check this box.

Disable Keyboard Disable keyboard input on all platforms? Disabling this can improve performance slightly.
Ignore Input When App Not In Focus

Ignores input if the application is not in focus. This setting has no effect on some platforms.

NOTE: Disabling this does not guarantee that input will be processed when the application is out of focus. Whether input is received by the application or not is dependent on A) the input device type B) the current platform C) the input source(s) being used.

Windows:  
Input Source

The primary input source for the Windows Standalone platform.

Raw Input - Use Raw Input for the input source. Note: Raw Input carries significant advantages over Direct Input such as better Bluetooth controller support, support for more elements on certain controllers, better controller recognition, etc. Does not require any extra libraries. Windows Control Panel joystick calibration does not affect joystick axes.

XInput - Use XInput for the input source. This will use XInput only. All non-XInput compatible controllers will be non-functional. To support both XInput and non-XInput controllers, use Raw Input or Direct Input instead and enable the Use XInput option. Installation of DirectX end-user runtimes is required on Windows XP.

Direct Input - Use Direct Input for the input source. Installation of DirectX end-user runtimes may be required for Direct Input support. Windows Control Panel joystick calibration settings affect joystick axes.

SDL2 - Use SDL2 for the input source. This option requires the SDL2 runtime library to be installed. Note: SDL2 does not support as many devices as other native input sources.

Unity Input - Use Unity fallback input.

Use XInput On Windows, use XInput for compatible devices. Otherwise fall back to Raw Input or Direct Input. Installation of DirectX end-user runtimes may be required for XInput support. (Windows Vista+ include XInput support without the need for additional drivers.) Required for XBox 360 vibration support.
Native Mouse Handling

Use native libraries to handle the mouse. Enabling this will eliminate certain bugs associated with Unity's mouse handling.

Enhanced Device Support Enable low-level enhanced support for certain devices. If enhanced support is available for a particular device, this will enable device-specific features such as vibration / force feedback, lights, gyroscopes, accelerometers, touchpads, etc.
OSX:  
Input Source

The primary input source for the OSX Standalone platform.

Native - Use native input for the input source. This provides the best device support.

SDL2 - Use SDL2 for the input source. May be required for Steam Streaming and Steam Controller support in OSX. This option requires the SDL2 runtime library to be installed. Note: SDL2 does not support as many devices as other native input sources.

Unity Input - Use Unity fallback input.

Enhanced Device Support Enable low-level enhanced support for certain devices. If enhanced support is available for a particular device, this will enable device-specific features such as vibration / force feedback, lights, gyroscopes, accelerometers, touchpads, etc.
Linux:  
Input Source

The primary input source for the Linux Standalone platform.

Native - Use native input for the input source. This provides the best device support.

SDL2 - Use SDL2 for the input source. May be required for Steam Streaming and Steam Controller support in Linux. This option requires the SDL2 runtime library to be installed. Note: SDL2 does not support as many devices as other native input sources.

Unity Input - Use Unity fallback input.

Windows UWP:  
Input Source

The primary input source for the Windows 10 Universal platform.

Native - Use native input for the input source. This provides the best device support.

Unity Input - Use Unity fallback input.

Android:  
Support Unknown Gamepads

Treat all unrecognized controllers as gamepads using the standardized Android gamepad layout. All recognized controllers will be treated normally.

Warning: While most Android gamepads conform to this layout, there are exceptions. Addtionally, with this option enabled, all unrecognized non-gamepad joystick devices used will be limited to only the set of elements available on a gamepad. If your game needs to support devices other than Android gamepads, disable this option.

This option only applies to the Android platform.

Xbox One:  
Input Source

The primary input source for the Xbox One platform.

Native - Use native input for the input source. This provides the best device support.

Unity Input - Use Unity fallback input.

PS4:  
Input Source

The primary input source for the PS4 platform.

Native - Use native input for the input source. This provides the best device support.

Unity Input - Use Unity fallback input.

Assign Joysticks by PS4 Joy Id If this option is enabled, joysticks will be assigned to Rewired Players based on the PS4 joystick id assigned by the system. This option ensures that the PS4 joystick id will match to the Rewired Player when auto-assigned. This option overrides some other joystick auto-assignment settings. Only one joystick will be assigned per Player.
Each Platform: Options here appear in all individual platform pages.
Disable Keyboard Disable keyboard input on this platform? Disabling this can improve performance slightly.
Ignore Input When App Not In Focus

Ignores input if the application is not in focus. This setting has no effect on some platforms.

NOTE: Disabling this does not guarantee that input will be processed when the application is out of focus. Whether input is received by the application or not is dependent on A) the input device type B) the current platform C) the input source(s) being used.

   
Global Settings:  
Default Joystick Dead Zone Type

The default calculation type for joystick dead zones.

Radial: X and Y are combined and the dead zone is calculated on the length of the vector.
Axial: X and Y axes are calculated independently.

This setting only applies to joysticks on recognized controllers.

Force 4-Way Hats Force all 8-way hats on recognized joysticks to be treated as 4-way hats. If enabled, the corner directions on all hats will activate the adjacent 2 cardinal direction buttons instead of the corner button. This is useful if you need joystick hats to behave like D-Pads instead of 8-way hats.
   
Joystick Auto-Assignment: NOTE: Joystick Auto-Assignment applies to Joysticks only (controllers other than keyboard or mouse.) Joystick Auto-Assignment does not consider whether a Player has Keyboard Maps assigned, so it will not skip assigning joysticks to Players that are using the keyboard.
Auto-Assign Joysticks Automatically assign joysticks to players as they are connected.
Max Joysticks Per Player How many joysticks is a player allowed to be assigned? If enabled, connected joysticks will be assigned to each player up to this limit.
Assign To Playing Players Only Only assign joysticks to players that have isPlaying = true. Non-playing players will not be assigned joysticks.
Distribute Joysticks Evenly When auto-assigning joysticks, assign to players with the fewest number of joysticks first. Will assign up to the limit of Max Joysticks Per Player.
Reassign To Previous Owner When a joystick is disconnected and reconnected, attempt to reassign the joystick to the last player it was assigned to.

 


Tools

Tools

Export Constants:

Allows you to export a list of constants for all Rewired Actions, Map Categories, and Layouts. These constants can be used in place of strings when interacting with the Rewired API. Clicking "Export" will create a CS file which must be saved somewhere in your project.

Note: The exported consts will only be valid for this Rewired Input Manager. Also, if you add or delete items from the Rewired Input Manager, this list must be exported again.

(See How To's - Exporting constants for use in scripting for more information.)

All Caps Constant Names Constant names will be written in all capital letters.
Use Namespace Wrap all the exported classes in a namespace.
Namespace The namespace. Only valid C# namespace characters are allowed.
Use Parent Class Wrap all the exported classes in a single parent class for better organization.
Parent Class Name Name of the parent class. Only valid C# class name characters are allowed. This class name must be unique.
Export Players Export Players to a class of constants.
Players Class Name Name of the class that will contain the Player constants. Only valid C# class name characters are allowed. This class name must be unique.
Export Actions Export Actions to a class of constants.
Actions Class Name Name of the class that will contain the Action constants. Only valid C# class name characters are allowed. This class name must be unique.
Include Action Category

Includes the Action Category name in the Actions list.

Create Action Category Classes

If enabled, a separate class will be created for each Action Category and Action constants will be generated inside these classes.

If disabled, includes the Action Category in the name of each constant. The Action Category name will preceed the Action name for the final const name.

Example: public const int Default_Jump = 1;

Otherwise, the Action name alone will be used.

Example: public const int Jump = 1;

Export Map Categories Export Map Categories to a class of constants.
Map Categories Class Name Name of the class that will contain the Map Category constants. Only valid C# class name characters are allowed. This class name must be unique.
Export Layouts Export Layouts to a class of constants.
Layouts Class Name Name of the class that will contain the Layout constants. Only valid C# class name characters are allowed. This class name must be unique. Layout constants will be wrapped in an additional class named for the Layout type.
Export Custom Controllers Export Custom Controllers to a class of constants.
CC Class Name Name of the class that will contain the Custom Controller constants. Only valid C# class name characters are allowed. This class name must be unique.
CC Axes Class Name Name of the class that will contain the Axis constants. Only valid C# class name characters are allowed. This class name must be unique.
CC Buttons Class Name Name of the class that will contain the Button constants. Only valid C# class name characters are allowed. This class name must be unique.

Players

Players

The Players page allows you to create and edit Players.

Players are at the center of input in Rewired. Generally, you will always get input from the Player and not from the controllers directly. Because of this, it is necessary to always create at least one Player. (See Players for more detailed information.)

Players must be assigned controller maps before controls can be mapped to actions. First you create maps in Joystick Maps, Keyboard Maps, Mouse Maps, and Custom Controller Maps, then assign them to each Player.

Player Properties:

Player Id The id of the Player. This can be used to get the player via scripting. (Read-only)
Name Used to access the player via scripting. Must be unique.
Descriptive Name The descriptive name which can be shown to players.
Is Playing on Start Does this Player start with isPlaying = true? This affects controller auto-assignment if you're using that option.
Assign Mouse on Start Assign the Mouse to this Player on start.
Assign Keyboard on Start Assign the Keyboard to this Player on start.
Exclude Joy Auto-Assign Determines whether Joysticks can be auto-assigned to this Player.

To create a new Player:
Click the "New" button below the "Players:" box.

To name a Player:
Edit the "Name" and "Descriptive Name" fields in the second column.

To create a Custom Controller:
Click the "Add Custom Controller" button and choose a controller.

Note: Custom Controllers, unlike Joysticks, are instantiated for each player. When you add a Custom Controller, the controller will be created on game start and assigned to the Player. If you add the same controller to multiple Players, the Custom Controller will be instantiated for each, therefore setting a Tag on each can be helpful to differentiate the controllers.

Assign Custom Controller

Custom Controller Options:

Controller The controller to instantiate for this player.
Tag Sets a tag on this player's controller. Can be used to get the controller via scripting.

 

To assign a controller map:
Under "Assign Default Maps", choose the map type you wish to assign by clicking the appropriate button "Joystick Maps", "Keyboard Maps", "Mouse Maps", or "Custom Controller Maps." Then, click "Add Joystick Map" (or whatever map type you chose) and change the settings.

Assign Joystick Maps

Controller Map Options:

Start Enabled Does this controller map start enabled? If set to false, all controls in this map will be ignored.
Category The category of the controller map.
Layout The layout of the controller map.

 


Actions

Actions

The Actions page allows you to create and edit Actions.

Category Box:
Select a category to see the Actions in this category.
Click "Edit Categories" to add or edit Action Categories.

Action Box:
Select an Action to modify its properties.

Action Properties:

Action Properties

Action Id Can be used to get the value of the action via scripting.
Name Used to get the value of the action via scripting. Must be unique.
Descriptive Name The descriptive name that can be shown to players when mapping controls. This name is shown for axes (when not mapped as a split axis) and for buttons.
Type The type of element you expect to map to this action. This is to help with user control mapping so you can map split axes. Even if set to Button, full axis data will still be available from GetAxis.
Positive Name Descriptive name for the positive pole of the axis. This can be shown to players if mapping a split axis.
Negative Name Descriptive name for the negative pole of the axis. This can be shown to players if mapping a split axis.
Input Behavior The behavior that determines the final processed axis and button values of this action.
User Assignable Determines whether this action appears in certain lists.

 


Input Behaviors

Input Behaviors

The Input Behaviors page allows you to create and edit Input Behaviors.

Input Behaviors allow you to set options for digital axis simulation (sensitivity, gravity, etc.), how to handle mouse axes, a GetButtonDown buffer, button double press speed, button dead zone, and more. You can assign an Input Behavior to an Action on the Actions page.

Input Behavior Properties:

Name The name of this Input Behavior.
Joystick Axis Sensitivity All joystick axes are multiplied by this value.
Digital Axis Simulation Enables digital axis simulation which makes button or key presses contribute to an Action's axis value gradually over time based on gravity and sensitivity. This only affects axis values generated by button and key presses.
Digital Axis Snap When input is received in the opposite direction of the current flow, snap axis value to 0 and continue from there. This only affects axis values generated by button and key presses.
Digital Axis Instant Reverse When input is received in the opposite direction of the current flow, reverse the current value to the opposite sign and continue from there. This only affects axis values generated by button and key presses.
Digital Axis Gravity

Speed (units/sec) that the axis value falls toward 0. This only affects axis values generated by button and key presses.

Digital Axis Sensitivity

Speed to move toward an axis value of 1.0 in units/sec. This only affects axis values generated by button and key presses.

Mouse XY Axis Mode

Affects how mouse X/Y axes contribute to the value.

Mouse Axis - Value range that depends on speed of movement. The value can and does exceed +/- 1.0 by a large amount. This value is the same value returned by Unity's Input.GetAxis when axis type is set to Mouse Movement. Mouse Sensitivity is multiplied by the axis value.

Digital Axis - Any mouse movement returns a value from -1.0 to 1.0 and is smoothed by the digital axis filters. This makes mouse movement behave like a button or key press.

ScreenPositionDelta - A value from -1.0 to 1.0 that represents the distance moved across the screen over the update cycle. The value is normalized based on the width and height of the screen. A movement across the entire screen distance in one update cycle will return +/- 1.0.

Speed - A value based on the speed the mouse is moved across the screen. Speed is calculated from the mouse movement delta / delta time. The returned value can exceed +/- 1.0.

Mouse XY Axis Sensitivity

(If Mouse XY Axis Mode = MouseAxis)
Mouse X/Y axes are multiplied by this value.

Mouse XY Delta Calc

(If Mouse XY Axis Mode = ScreenPositionDelta or Speed)
Determines how the screen position delta (and therefore speed) is calculated for mouse X/Y axes. An equvalent mouse movement on X and Y will yield a different result for delta X and delta Y if the screen width and height are not equal.

If you need the delta consistent between X and Y movement, change this to ScreenWidth or ScreenHeight and the delta will be calculated based on only one dimension.

Note that the returned value may exceed +/- 1.0 if set to a value other than Normal.

Mouse Other Axis Mode

Affects how mouse axes other than X/Y contribute to the value. This affects the mouse wheel axis.

Mouse Axis - Value range goes beyond -1 to 1 depending on speed of movement. This value is the same value returned by Unity's Input.GetAxis when axis type is set to Mouse Movement. Mouse Other Axis Sensitivity is multiplied by the axis value.

Digital Axis - Any movement returns -1 to 1 and is smoothed by digital axes values. Mouse movement behaves like a button or keyboard key press. Mouse sensitivity does not affect this mode. Instead, all Digital Axis filters are applied.

Mouse Other Axis Sensitivity (If Mouse Other Axis Mode = MouseAxis)
All mouse axes except X/Y are multiplied by this value.
Custom Controller Axis Sensitivity All Custom Controller axes are multiplied by this value.
Button Double Press Speed Time in seconds in which to register a button double-press or double-click.
Button Short Press Time Time in seconds that a button or axis must be held to register a short press.
Button Short Press Expires In

Time in seconds after a short press is registered after which it will expire and no longer return true for any button events. For example: If you want the press to expire 2 seconds after the press first registers true, set this value to 2. This is useful, for example, if you want short and long presses to be mutually exclusive.

[0 = Never expires]

Button Long Press Time Time in seconds that a button or axis must be held to register a long press.
Button Long Press Expires In

Time in seconds after a long press is registered after which it will expire and no longer return true for any button events. For example: If you want the press to expire 2 seconds after the press first registers true, set this value to 2.

[0 = Never expires]

Button Repeat Rate The number of times per second the button state will be True when queried with GetButtonRepeating or the equivalent event.
Button Repeat Delay The duration in seconds before repeating will begin after the initial press when queried with GetButtonRepeating or the equivalent event. [0 = No delay]
Button Dead Zone When an action's axis value is below this threshold, GetButton will return false. This is useful if you map axes as buttons. If the value is too low, GetButton may always return true. If the value is 1, it will never return true.
Button Down Buffer Time in seconds to buffer GetButtonDown results. This makes GetButtonDown return TRUE for extra time beyond a single frame. This is useful to prevent missing button presses when pressing very rapidly and the game ignores these presses due to some blocking action. Ex: Punching in rapid succession, but presses are ignored during the punch animation. The buffer value should generally be very small such as 0.08 s, but this will depend on your specific needs.

 


Map Categories

Map Categories

The Map Categories page allows you to create and edit Map Categories.

See Map Categories for more information.

Map Category Properties:

Category Id Can be used to get the category via scripting.
Name The name of the category. Used for finding content by category in scripting. Must be unique.
Descriptive Name The descriptive name that can be shown to players.
Tag Allows you to tag a group of categories and search for categories by tag in scripting.
User Assignable Determines whether this category appears in certain lists. Also determines whether element assignments can be automatically removed by conflict checking. If not user assignable, conflict checking cannot automatically remove the assignments. This can be used to protect certain elements and prevent the user from mapping actions to those elements which are used for system actions. For example, ESC.
Check Conflicts With All

Determines what map categories to check against for assignment conflicts when the user is mapping a control to a map in this category.

True = check maps in all categories.
False = specify which categories to check against.

Check Conflicts With Specific Categories Add specific categories you want to allow conflict checking against. Note that this is not a two-way setting. It only affects conflict checking from controls in this category to the other category. If you want to enable/disable checking for the reverse direction, you must set it in the other category.

 


Action Categories

Action Categories

The Action Categories page allows you to create and edit Action Categories.

Action Categories can be used to organize your Actions. Action Categories can also be used in user control mapping screens.

Action Category Properties:

Category Id Can be used to get the category via scripting. (Read-only)
Name The name of the category. Used for finding content by category in scripting. Must be unique.
Descriptive Name The descriptive name that can be shown to players.
Tag Allows you to tag a group of categories and search for categories by tag in scripting.
User Assignable Determines whether this category appears in certain lists.

 


Custom Controllers

Custom Controllers

The Custom Controllers page allows you to create and edit Custom Controllers.

Custom Controllers are virtual controllers that you can customize, adding as many axes and buttons as you need. Any value can be used to drive the controller's element values. For example, Custom Controllers can be used for on-screeen touch controllers. (See the example in the Rewired/Examples folder.)

Creating a Custom Controller:
Click the "New" button below the "Custom Controllers" box to create a new controller.
Give the controller a Name and Descriptive name under "Controller Properties."
Add axes and buttons to the controller and define properties for each.

Custom Controller Properties:

Custom Controller Properties

Id

The source id of the Custom Controller.

Note: This does not correspond to the unique id that will be assigned to the controller when it is instantiated, so it can't be used to get the instantiated controller. However, this can be used to instantiate a Custom Controller of this type manually via scripting.

Name The name of the controller. Used in scripting. Must be unique.
Descriptive Name The descriptive name that can be shown to players.

 

Axis Properties:

Id The element identifier id of the element. Can be used in scripting.
Name The name of the element. This can be used in scripting and shown to players. Must be unique.
Range

What portion of the axis's range contributes to the value?

Full = Both positive and negative sides of the axis.
Positive = Only the positive side of the axis.
Negative = Only the negative side of the axis.

Calibrate Scale and clamp values to a min/max range and apply other calibration transformations. Disable this if you want values to pass through unmodified.
Zero The zero point of the axis.
Min The lowest possible value of the axis. [-1 to 1]
Max The highest possible value of the axis. [-1 to 1]
Dead Zone When the axis value falls within the zero point +/- this threshold, the returned value will be zero.
Invert Inverts the final value of the axis.

 

Button Properties:

Button Properties

Id The element identifier id of the element. Can be used in scripting.
Name The name of the element. This can be used in scripting and shown to players. Must be unique.

 


Joystick Layouts

Joystick Layouts

The Joystick Layouts page allows you to create and edit Joystick Layouts.

See Layouts for more information.

Layout Properties:

Layout Id Can be used to get the layout via scripting.
Name The name of the layout. Used in scripting. Must be unique.
Description The descriptive name that can be shown to players.

 


Keyboard Layouts

Keyboard Layouts

The Keyboard Layouts page allows you to create and edit Keyboard Layouts.

See Layouts for more information.

Layout Properties:

Layout Id Can be used to get the layout via scripting.
Name The name of the layout. Used in scripting. Must be unique.
Description The descriptive name that can be shown to players.


Mouse Layouts

Mouse Layouts

The Mouse Layouts page allows you to create and edit Mouse Layouts.

See Layouts for more information.

Layout Properties:

Layout Id Can be used to get the layout via scripting.
Name The name of the layout. Used in scripting. Must be unique.
Description The descriptive name that can be shown to players.


Custom Controller Layouts

Custom Controller Layouts

The Custom Controller Layouts page allows you to create and edit Custom Controller.

See Layouts for more information.

Layout Properties:

Layout Id Can be used to get the layout via scripting.
Name The name of the layout. Used in scripting. Must be unique.
Description The descriptive name that can be shown to players.


Joystick Maps

Joystick Maps

The Joystick Maps page allows you to create and edit Joystick Maps.

See Controller Maps for more information.

Selecting a Map:

To select a map, you must select the following: 1) A Joystick or Joystick Template, 2) a Category, and 3) a Layout.

Creating a new Map:

Select a joystick/template, a category, and a layout, then click the "Create Map" button. A blank map will be created. You can then add elements to the new map by clicking the "New" button beneath the "Elements" box or by clicking the "Create Defaults" button in the same location. "Create Defaults" will create a series of unassigned elements based on the current joystick. You can then assign actions to these elements. Note: "Create Defaults" is only enabled if the map is empty of elements.

When a Joystick, Template, Category, or Layout has had a map created for it, the name will be displayed in a different color and have an * after it.

Deleting a Map:

Select a joystick/template, a category, and a layout, then click the "Delete Map" button.

Element Properties (Axis):

Axis Properties

Element The controller element.
Axis Range

What portion of the axis's range triggers the assigned action?

Full = Both positive and negative sides of the axis trigger the action.
Positive = Only the positive side of the axis triggers the action.
Negative = Only the negative side of the axis triggers the action.

Invert Axis Invert the axis? (Only shown if Axis Range is Full)
Axis Contribution When this element is activated, does it add positive or negative value to the action's final axis value? (Only shown if Axis Range is Positive or Negative)
Action Category The category containing the action to be assigned to this element.
Action The action assigned to this element.

 

Element Properties (Button):

Button Properties

Element The controller element.
Axis Contribution When this element is activated, does it add positive or negative value to the action's final axis value?
Action Category The category containing the action to be assigned to this element.
Action The action assigned to this element.

 


Keyboard Maps

Keyboard Maps

The Keyboard Maps page allows you to create and edit Keyboard Maps.

See Controller Maps for more information.

Selecting a Map:

To select a map, you must select the following: 1) a Category, and 2) a Layout.

Creating a new Map:

Select a category and a layout, then click the "Create Map" button. A blank map will be created. You can then add elements to the new map by clicking the "New" button beneath the "Elements" box. You can then assign an action to the element.

When a Category or Layout has had a map created for it, the name will be displayed with an (*) after it.

Deleting a Map:

Select a category and a layout, then click the "Delete Map" button.

Element Properties:

Element Properties

Key The keyboard key assigned to this element.
Poll for Key Press Allows you to assign a key by pressing a key on the keyboard. Note: Certain keys may not be assignable via this method such as Left Shift and Right Shift. Those keys can only be assigned manually using the list box.
Modifier Key 1

A modifier key that must be held for this action to return true. The order of multiple modifier key presses makes no difference.

NOTE: Many modifier key combos do not work correctly in the Unity editor because the key combos are already mapped to Unity functions.

Modifier Key 2

A modifier key that must be held for this action to return true. The order of multiple modifier key presses makes no difference.

Modifier Key 3

A modifier key that must be held for this action to return true. The order of multiple modifier key presses makes no difference.

Axis Contribution When this key is pressed, does it add positive or negative value to the action's final axis value?
Action Category The category containing the action to be assigned to this element.
Action The action assigned to this element.

 


Mouse Maps

Mouse Maps

The Mouse Maps page allows you to create and edit Mouse Maps.

See Controller Maps for more information.

Selecting a Map:

To select a map, you must select the following: 1) a Category, and 2) a Layout.

Creating a new Map:

Select a category and a layout, then click the "Create Map" button. A blank map will be created. You can then add elements to the new map by clicking the "New" button beneath the "Elements" box. You can then assign an action to the element.

When a Category or Layout has had a map created for it, the name will be displayed with an (*) after it.

Deleting a Map:

Select a category and a layout, then click the "Delete Map" button.

Element Properties (Axis):

Axis Properties

Element The controller element.
Axis Range

What portion of the axis's range triggers the assigned action?

Full = Both positive and negative sides of the axis trigger the action.
Positive = Only the positive side of the axis triggers the action.
Negative = Only the negative side of the axis triggers the action.

Invert Axis Invert the axis? (Only shown if Axis Range is Full)
Axis Contribution When this element is activated, does it add positive or negative value to the action's final axis value? (Only shown if Axis Range is Positive or Negative)
Action Category The category containing the action to be assigned to this element.
Action The action assigned to this element.

 

Element Properties (Button):

Button Properties

Element The controller element.
Axis Contribution When this element is activated, does it add positive or negative value to the action's final axis value?
Action Category The category containing the action to be assigned to this element.
Action The action assigned to this element.

 


Custom Controller Maps

Custom Controller Maps

The Custom Controller Maps page allows you to create and edit Custom Controller Maps.

See Controller Maps for more information.

Selecting a Map:

To select a map, you must select the following: 1) A Custom Controller, 2) a Category, and 3) a Layout.

Creating a new Map:

Select a Custom Controller, a category, and a layout, then click the "Create Map" button. A blank map will be created. You can then add elements to the new map by clicking the "New" button beneath the "Elements" box or by clicking the "Create Defaults" button in the same location. "Create Defaults" will create a series of unassigned elements based on the current Custom Controller. You can then assign actions to these elements. Note: "Create Defaults" is only enabled if the map is empty of elements.

When a Custom Controller, Category, or Layout has had a map created for it, the name will be displayed with an (*) after it.

Deleting a Map:

Select a Custom Controller, a category, and a layout, then click the "Delete Map" button.

Element Properties (Axis):

Axis Properties

Element The controller element.
Axis Range

What portion of the axis's range triggers the assigned action?

Full = Both positive and negative sides of the axis trigger the action.
Positive = Only the positive side of the axis triggers the action.
Negative = Only the negative side of the axis triggers the action.

Invert Axis Invert the axis? (Only shown if Axis Range is Full)
Axis Contribution When this element is activated, does it add positive or negative value to the action's final axis value? (Only shown if Axis Range is Positive or Negative)
Action Category The category containing the action to be assigned to this element.
Action The action assigned to this element.

 

Element Properties (Button):

Button Properties

Element The controller element.
Axis Contribution When this element is activated, does it add positive or negative value to the action's final axis value?
Action Category The category containing the action to be assigned to this element.
Action The action assigned to this element.