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Remapping

Remapping sends any control on your pad to any output you choose. You can edit the layout while a game runs, or freeze it with a hotkey so a stray press does not change your setup mid-match.

What you can remap

Any physical control can drive any output.

  • Inputs: buttons, sticks, triggers, and paddles.
  • Outputs: another controller input, a keyboard key, a mouse action, or a macro.

Because outputs are not limited to controller inputs, one pad button can send a keystroke, a mouse click, or a recorded macro.

Remap a control

1

Open the Mappings page

Select the control you want to change from the live layout. The pad shows as a 3D model, so you can confirm you picked the right button, stick, trigger, or paddle.
2

Choose an output

Assign a controller input, a key, a mouse action, or a macro. The original control no longer sends its default signal once you remap it.
3

Test it live

Press the control and watch the result. Remaps apply immediately, so you can adjust without reloading.
The Mappings page showing a controller with per-control output assignments.
Assign any input to any output from the Mappings page.

Layers, combos, and turbo

Shift layers

A shift layer gives a control a second meaning while a chosen modifier is held, so one pad can carry two full sets of bindings. Hold the shift control and every mapped button on that layer sends its alternate output.

Combos

A combo binds an output to two or more controls pressed together, letting you add actions without using up single buttons.

Turbo

Turbo repeats an output for as long as you hold the control, at a rate you set. Use it for inputs you would otherwise tap quickly.

Edit live or freeze

You can change mappings while a game is running and see the effect at once. When your layout is set, freeze it with a hotkey so accidental edits or presses do not alter it during play. Toggle the hotkey again to resume editing.

Save per game

Your remaps travel with a profile, alongside stick curves, trigger feel, emulation output, and calibration. The matching profile loads when a game takes focus and unloads when you leave, so each game keeps its own layout. See Profiles & Game Center for how profiles are matched and stored.

Anti-cheat boundary

OmniControl is built for single-player and controller-friendly games. It is not a tool for defeating anti-cheat. Kernel-level anti-cheat competitive shooters are out of scope, and remapping should not be used to work around their protections.