Key Mapping Profiles: Overview, Create, and Import
Understand the structure of LaiCai key mapping, then create, copy, rename, or import a Profile and assign it to an Android phone.
Key mapping system overview: Profiles, Layers, input sources, and device assignment
Part 1: Create Mapping Profiles
All mapping profiles are managed in a global editor. Open it once and configure everything there.
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Step 1: Open the Mapping Editor
- Click the Tools menu in the top menu bar
- Select Input Mapping from the dropdown
- The Input Mapping Settings window will open
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Step 2: Create a Profile
Mappings are organized in profiles — create one profile per game.
- In the editor, the Mapping Profile selector is shown at the top of the window — use it to switch between profiles
- Click New and enter a name (e.g. the game name) to create a new profile
- Click Copy to duplicate an existing profile
- Switch between profiles anytime from the dropdown
Import an existing Profile
Instead of starting with a blank Profile, you can import a configuration shared by a friend or downloaded from the LaiCai community.
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Import an existing Profile
- Prepare the Profile configuration file you want to import.
- Click Import in the Key Mapping editor.
- Select the configuration file, then click Open.
- When Import Success appears, click OK. The imported Profile keeps the mappings configured by its creator.
After importing, assign the Profile to the correct Android phone before its mappings can appear and take effect.
Part 2: Assign a Profile to a Phone
Profiles created in the editor are not automatically active. You need to assign one to each phone individually.
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Step 4: Assign a Profile to a Phone
- Find the KM button at the top of the phone panel in the screen mirror view
- Click KM — the Select KeyMapping Profile dialog will open
- The dialog lists all available profiles
- Click the profile name you want to apply to this phone
- The dialog closes and the mapping activates immediately
- The KM button turns yellow to indicate an active profile
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Ready-to-use key mapping profiles
The LaiCai Community shares profiles for popular games. Download one and use it right away, then adjust the key positions to match your in-game layout.
Browse and download community profiles →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)Maps gamepad analog sticks to the game's virtual joystick — enabling character movement and camera rotation.Mouse Mapping (Gamepad)Map a gamepad analog stick to a separate pointer for clicking Android game buttons, then toggle back to normal camera control when the pointer is not needed.Gamepad Gyroscope MappingMap a gamepad gyroscope to control the in-game camera or another directional control area in LaiCai Screen Mirroring.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.