Remapping · Free + Pro
Every input, rebound.
Rebind any button, stick or trigger. Shift-layers and combos multiply one pad into many.

- Complete button remapping
- Keyboard to controller mapping
- Mouse to controller mapping
- Controller to keyboard output
- Multi-bind support
- Hold, toggle and turbo actions
- Shift layers, with a Layer Studio
- Per-profile mappings
The limits are listed under Limitations.
In depth
Why use it
Stock controller layouts rarely match how you actually play. A remapper fixes that: move a demanding action to a paddle, swap two face buttons, or turn a stick click into a key you can reach without breaking your grip. For accessibility, remapping moves hard-to-press inputs to comfortable ones. For game controller customization, it lets one physical pad serve very different games without you relearning muscle memory each time.
Use cases
- Move sprint or crouch from a stick click to a rear paddle on an Xbox Elite Series 2 or DualSense Edge so you keep your thumb on the stick.
- Bind a keyboard key to a controller button to trigger an in-game action, chat command, or app shortcut without leaving the pad.
- Use a shift layer to double your available actions: hold a bumper and the face buttons become a second set of bindings.
- Set turbo on a button for games that need fast repeated presses.
- Freeze a finished map with a hotkey before a match so an accidental edit cannot change your layout mid-session.
Supported devices and compatibility
Remapping works with every controller OmniControl supports, over USB or Bluetooth: Sony DualSense, DualSense Edge, DualShock 4, and DualShock 3; Microsoft Xbox Series X|S, Xbox One, Xbox 360, and Xbox Elite Series 2; the Nintendo Switch Pro Controller; and generic HID gamepads. Each shows as a live 3D model as you edit, so you can confirm every binding by pressing the real control.
Keyboard and mouse bindings you assign to a controller input inject off the live input stream and take effect on their own. Controller-to-controller remaps, where you make one pad look like a standard Xbox or PlayStation controller to a game, reach the game through Emulation, which is a Pro capability. A free user can build, save, and preview a complete controller remap; those controller-input remaps apply in-game once Emulation is running.
Limitations
Remapping changes what a control does, not the game's own input handling. A controller-to-controller remap only reaches a game while Emulation is active, so a pure remap alone does not alter what a game receives until the virtual pad is running. Rebinding a control does not add hardware a pad lacks: paddles exist only on controllers that ship with them, and DualSense extras such as the touchpad depend on a USB connection.
Tips and best practices
Build your layout against the live 3D model and press each physical control as you go, so you catch a wrong binding before it reaches a game. Keep one map per profile rather than one global layout, so each title gets a layout tuned to it.
Use the freeze hotkey once a map is final. It locks the entire layout so a stray edit during a session cannot change your bindings, and you can unfreeze to make changes between matches.
Works with the rest of OmniControl
Remapping is one layer of a complete controller platform. Point a binding at a macro to fire a recorded sequence from a single control, and save the whole layout inside a game profile so it loads with the rest of your setup. To drive a virtual pad from your keyboard and mouse instead of a physical controller, see Keyboard & Mouse.
OmniControl contains no anti-cheat evasion. Emulation presents a genuine virtual device through ViGEmBus at the driver level, but that does not exempt any title's rules. Some online games forbid remapping or virtual controllers and can penalise your account for using them, and that risk sits with you as the player, so check a game's rules before you play. If a game blocks virtual controllers, that is expected and OmniControl does not bypass it.