← Key Mapping OverviewMapping Behavior Reference

Mouse Look

Turn mouse movement into continuous in-game camera control, with adjustable low and high sensitivity, a release shortcut, and an anchor that stays clear of other controls.

Best for third-person and first-person games where dragging a clear screen area rotates the camera.
Mouse Look Key Mapping Tutorial
01

Create the Mouse Look mapping

Open Input Mapping, choose Mouse, select Mouse Look under Mapping Behavior, keep Input Source set to Mouse Move, and click Add.

02

Adjust both sensitivity levels

Set the Low and High values for camera speed. Sensitivity Toggle can switch between them; leave it unassigned if one speed is enough.

03

Bind a release shortcut

Choose a convenient mouse button or keyboard key for Release Button. Mouse Look hides the system cursor while active; use this shortcut to restore the cursor when you need normal clicks.

04

Place the Mouse Move anchor

Open the Overlay and select the current Profile. Place the Mouse Move anchor in a clear area that gives the generated swipe room without touching other onscreen controls. Enable Feedback before closing the Overlay.

05

Test the camera and Feedback

Use the Release Button to switch Mouse Look on. Move the mouse and confirm the character's view follows smoothly. Feedback shows the simulated touch-drag path.

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Keep the cursor and controls predictable

Tune Low and High sensitivity for the game, keep the anchor away from buttons, and use the Release Button whenever you need the system cursor again.

Mapping Behavior Reference

Learn the behavior of each mapping type in detail.

TouchTaps a single point on the screen each time the key is pressed. The tap is released when the key is released.SwipeDrags from a start point to an end point while the key is held. Releases the drag when the key is released.Multi-Touch TapTaps multiple screen points simultaneously with a single key press. You can add as many coordinates as needed per mapping.Cycle TouchCycles through a list of screen coordinates in order — one position per key press. Wraps back to the first after the last.Move Stick Key MappingMap W, A, S, and D to a game's virtual joystick with Move Stick, then position and resize the mapping for reliable keyboard movement.Mouse-Directed CastMap a keyboard key to a directional skill, aim with the mouse, and calibrate each direction so the pointer and in-game cast line up.Mouse-Position CastMap a keyboard key to a position-targeted skill, place its aim origin, and calibrate all eight directions so the system cursor and in-game cast point line up.Mouse LookTurn mouse movement into continuous in-game camera control, with adjustable low and high sensitivity, a release shortcut, and an anchor that stays clear of other controls.Use Stick (gamepad)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.Cursor Click (gamepad)Maps a cursor to the screen mirror area, allowing gamepad sticks to control its position and perform clicks.Play MacroTriggers a pre-recorded macro sequence when the key is pressed. The macro runs exactly as it was recorded.Switch LayerSwitches the active mapping layer when triggered. Each layer holds a completely independent set of key bindings.