
Rebind any button, stick or trigger. Shift-layers and combos multiply one pad into many. Changes go live instantly, or pause the whole map with a hotkey while you play.
Read the full documentationRemapping is OmniControl's controller remapper: send any button, stick, trigger, or paddle to any output you choose. Point a control at another controller input, a keyboard key, a mouse action, or a full macro, and the app applies the change live. Basic remapping is free, so you can build and preview a full layout before deciding to take it into a game.
Overview
Controller mapping in OmniControl is a direct source-to-output assignment. You pick a physical control and choose what it does: a different controller input, a keyboard key, a mouse action, or a macro. The map updates as you edit, so you see the result immediately on the live 3D model.
Three tools go beyond a flat one-to-one layout. Shift layers give a control a second meaning while a modifier is held, so one pad exposes twice the actions. Combos fire when two or more controls are pressed together. Turbo repeats an input while you hold it, useful for rapid presses. You can edit the map live, or freeze the whole layout with a hotkey when you want it locked during play. Every map saves per profile, so each game keeps its own layout.
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.
Tip
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. For every option and the full binding reference, read the Remapping documentation.
Warning
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. Emulation presents a genuine virtual device through ViGEmBus at the driver level, but that does not exempt any title's rules. If a game blocks virtual controllers, that is expected and OmniControl does not bypass it.
Everything it does
- 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