← Key Mapping Overview

Advanced Mapping Types

These types go beyond simple taps. Use them when your game needs cycling positions, analog stick input, cursor-based clicks, macro sequences, or context-dependent key layers.

🔄

Cycle Touch

Cycles through a list of screen coordinates in order — one position per key press. Wraps back to the first after the last.

💡 Best for: skill rotations, attack combos, or any sequence requiring hitting different positions in order.
Cycle Touch Demo
🎮

Gamepad Joystick

Maps gamepad analog sticks to the game's virtual joystick — enabling character movement and camera rotation.

💡 Best for: 3D movement, camera control, and any area that responds to sustained directional drag.
Gamepad Joystick Demo
⌨️

Keyboard Joystick

Maps keyboard keys (such as WASD) to the game's virtual joystick for directional movement control.

💡 Best for: games with on-screen virtual joysticks that respond to directional keyboard input.
Keyboard Joystick Demo

Special Joystick

Advanced joystick modes for specific game mechanics.

Click Joystick: Click around the joystick to move.
Delay Joystick: Before activating the movement joystick, a long press is required. This is to accommodate certain game mechanics, such as Eternium.
💡 Best for: games with unconventional joystick activation requirements.
Special Joystick Demo
🖱️

Pointer Joystick

Maps a cursor to the screen mirror area, allowing gamepad sticks to control its position and perform clicks.

💡 Best for: gamepad-driven pointer navigation, target selection, or UI interaction without fixed screen coordinates.
Pointer Joystick Demo

Run Macro

Triggers a pre-recorded macro sequence when the key is pressed. The macro runs exactly as it was recorded.

💡 Best for: complex multi-step combos, automated routines, or sequences too long to build with individual mappings.
Run Macro Demo
🗂️

Switch Layer

Switches the active mapping layer when triggered. Each layer holds a completely independent set of key bindings.

💡 Best for: games with distinct modes (combat vs. menu, flight vs. on-foot) that need different key layouts per mode.
Switch Layer Demo