Macros
OmniControl's macro recorder captures a sequence of controller, keyboard, and mouse actions with the timing you performed them, then replays it from any input you bind. Use it for combos, repeated sequences, or multi-step actions you would rather trigger with a single press.
What the recorder captures
A recording stores three input streams together:
- Controller buttons, stick movement, and trigger pulls
- Keyboard key presses and releases
- Mouse buttons and movement
Every event is saved with per-tick timing, so playback repeats your original pacing rather than firing everything at once.
Record a macro
Open the macro recorder
Start recording
Perform the sequence
Stop recording
Name and save
Bind a macro to an input
A saved macro can be assigned to any button, stick, trigger, or paddle, the same way you assign any other output. Open the input you want to use and choose the macro as its action.

You can combine a macro binding with the other remapping tools - shift layers, combos, and turbo. See Remapping for how those work.
Emulation turns on for controller playback
If a macro replays controller actions, OmniControl enables emulation automatically so a virtual pad can send those inputs to the game. Keyboard and mouse steps play back without it.
Playback timing
Because each event carries its own timestamp, a macro plays back at the speed you recorded it. If the pacing is not what you want, re-record the sequence rather than trying to edit individual gaps.
Test before you rely on it
Trigger the macro once in a safe spot to confirm the order and timing match what you expected, especially for sequences that mix controller and keyboard steps.
Anti-cheat boundary
OmniControl is for single-player and controller-friendly games, not for defeating anti-cheat. Kernel-anti-cheat competitive shooters are out of scope, and macros are not a way around them.