← 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.

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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
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Use Stick (Gamepad)

Maps keyboard keys and gamepad to the virtual joystick in the game, enabling character movement, camera rotation, and skill casting.

💡 Best for: camera control in 3D games, virtual joystick areas, or any area that responds to sustained directional drag.
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Cursor Click (Gamepad)

Uses the on-screen cursor (moved by a stick mapping) to tap at the cursor's current position when the button is pressed.

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

Play 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.
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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.