Macros
OmniControl macros record controller, keyboard, and mouse input together with the exact timing you performed it, then replay that sequence from any input you choose. Use them for combos, repeated sequences, and multi-step actions you would rather trigger with a single press.
Overview
A macro is a saved sequence of inputs that plays back on demand. The macro recorder watches three streams at once: controller buttons, sticks, and triggers; keyboard presses and releases; and mouse buttons and movement. Every event is timestamped, so playback keeps your original pacing instead of firing everything at once.
Macros and macro binding are part of OmniControl Pro, a one-time purchase. Playback of controller actions relies on Emulation, which is also Pro, because a virtual pad is what sends those inputs to a controller-only game.
How it works
The recorder captures per-tick timing for the full input picture:
- Controller buttons, stick movement, and trigger pulls
- Keyboard key presses and releases
- Mouse buttons and mouse movement
Playback offers several modes. You can play a macro once, repeat it a set number of times, loop it continuously, or hold-to-run so it repeats only while the trigger is held. Playback speed is adjustable, so you can slow a sequence down or run it faster than you recorded it.
When a macro replays controller actions, OmniControl enables Emulation automatically so the virtual Xbox 360 or DualShock 4 pad can deliver those inputs to the game. Keyboard and mouse steps inject off the live input stream and play back without Emulation.
A macro can be triggered from a controller input, a keyboard key, or a mouse button. That makes macros usable whether you are on a pad, at the desktop, or mixing both.
Getting started
Open the Macros section
Start recording
Perform the sequence
Stop and save
Choose a playback mode
Bind it to an input
Common use cases
- Long combos in fighting and action games, played back at a consistent rhythm.
- Repeated crafting, gathering, or menu sequences you would rather not perform by hand.
- Multi-step actions such as a weapon swap plus reload plus stance change on one button.
- Emote or callout chains bound to a single key.
- Held sequences, using hold-to-run, that repeat only while you keep the button down.
Best practices
Record the sequence at the pace you actually want it played. Because each event carries its own timestamp, a macro replays at the speed you recorded, so a clean take is usually better than heavy editing afterward. If a step is slightly off, manual editing lets you correct individual events without re-recording the whole take.
Keep one clear purpose per macro. Short, single-job macros are easier to bind, reuse across profiles, and debug than one long sequence that tries to do everything.
Save game-specific macros inside that game's profile. See Profiles for how a profile bundles your macros with the rest of your setup and loads them per game.
Tips
You can combine a macro binding with the other Remapping tools: shift layers, combos, and turbo. That lets one physical control carry a normal output and a macro on a second layer.
Macros and the Recorder solve different problems. A macro is a short, bindable sequence you fire on demand; the Recorder captures a full session for replay and ghost practice. Reach for the Recorder when you want to study or rehearse a whole run.
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. Confirm the sequence exports and imports cleanly if you plan to share it or move it between machines.
Troubleshooting
Controller steps do nothing on playback. Controller output needs a virtual pad. OmniControl enables Emulation automatically for controller playback, but the game must accept the virtual pad. If the game blocks virtual controllers, controller steps will not reach it.
Keyboard steps land in the wrong window. Injected keys go to the focused window. Make sure the target game has focus before the macro runs.
The macro plays too fast or too slow. Adjust the playback speed on the macro, or re-record the sequence at the pace you want.
A shared macro will not load. Use import and export to move macros between profiles and machines. Confirm you exported the macro you intended and that the file transferred completely.
Anti-cheat boundary
OmniControl is built for single-player and controller-friendly games, not for defeating anti-cheat. Kernel-level anti-cheat competitive shooters are out of scope by design, and macros are not a way around them. If a game blocks virtual controllers or restricts automated input, that is expected, and OmniControl does not bypass it.
FAQ
Are macros free?
No. Macros and macro binding are part of OmniControl Pro, a one-time purchase with free updates.
Do I need Emulation for macros?
Only for playing back controller actions. That relies on Emulation, which OmniControl turns on automatically. Keyboard and mouse steps play back without it.
What can a macro record?
Controller buttons, sticks, and triggers, keyboard presses and releases, and mouse buttons and movement, all captured together with per-tick timing.
How can I trigger a macro?
From a controller input, a keyboard key, or a mouse button. You can also layer it with shift, combos, and turbo through Remapping.
Can I edit a macro after recording?
Yes. You can edit the sequence manually, and you can import and export macros to reuse or share them.
How is a macro different from the Recorder?
A macro is a short, bindable sequence you fire on demand. The Recorder captures a full session for replay, scrubbing, and ghost practice.