Input sources can have different modes imposed on them that change how they behave. These are called "input source modes." Although these are useful for digital inputs, the most frequent place you'll find yourself using Input Source Modes is on analog controls, especially with touchpads, which can be configured in many different ways.
This section provides a detailed breakdown of the different kinds of input source modes known to the configurator, see
Input Source Modes in the General Concepts page for a high-level overview.
Each input source has different capabilities for
native mode (available in games that have exposed actions via the Steam Input API), as well as
legacy mode (everything else). Note that Legacy mode bindings are also available in games with native API support and can be mixed and matched with native action bindings -- you'll just have to click the "advanced" button in certain sections to enable it.
Dpad
This input will act as a D-pad. D-Pad's are a 4 way directional input that is digital (on or off) in nature.
Legacy note: Any type of button can be assigned, but XInput buttons will only work with XInput Gamepad compatible games.
Basic Settings
Name | Values | Description |
---|
Requires Click | On, Off | Whether you need to physically click the surface to trigger an input or not; otherwise just touching it is enough. |
Layout | 8 Way (Overlap), 4 Way (No Overlap), Analog Emulation, Cross Gate | The type of Dpad emulation. |
Mode Shifting | ... | See Mode Shifting |
Deadzone | 0.0-1.0 | If translating from an analog input, the radius of the central region to ignore. 0.0 is nothing, 1.0 is the entire surface. |
Additional Settings
Name | Values | Description |
---|
Analog Emulation Pulse Time | 0.0-1.0 | Interval at which the key is pressed in Milliseconds. Note: is this value internally multiplied by 1000 perhaps? |
Analog Emulation Active % | 0.0-1.0 | Percentage of the Pulse Time that the key is held down. |
Outer Ring Binding Radius | 0.0-1.0 | When outside this radius on the D-Pad, the assigned button or key will be sent. For example, the 'Run' or 'Sprint' button could be assigned when holding at the edge. The slider can be visualized as extending a radius from the center outward, with the point being where the outer ring begins. |
Outer Ring Binding | Digital input/action | When outside the specified radius on the D-Pad, the assigned button or key will be sent. For example, the 'Run' or 'Sprint' button could be assigned when holding at the edge. |
Outer Ring Binding Invert | On, Off | If set, the binding will be sent when inside the radius instead of outside. For example, 'Walk' or 'Sneak' could be sent when inside a certain zone. |
Button Pad
This input will act as a set of buttons. You can assign actions to these buttons.
Legacy note: Any type of button can be assigned, but XInput buttons will only work with XInput Gamepad compatible games.
Basic Settings
Mouse (aka "Absolute Mouse")
Directly map the virtual joystick position to the full screen. Mouse Region mode provides the same functionality but has more configuration options for the active area.
Basic Settings
Name | Values | Description |
---|
Click Action | Digital input/action | This action will be performed when you click the pad/stick. |
Sensitivity | 0.0-1.0 | Sets the sensitivity of this control. For the smoothest results, lowering in-game sensitivity while raising this hardware sensitivity will provide the game with more precision to work with. |
Rotation | 0.0-1.0 | Rotation is the horizon line of mouse movement. Swiping your thumb over the trackpad may result in a slightly canted movement. You can align this rotation to match your natural movements, so that a quick swipe results in a perfectly horizontal mouse movement. |
Acceleration | On, Off | Acceleration will cause faster movements to cause more mouse movement relative to slow movements for the same space covered on the pad. |
Trackball Mode | On, Off | Trackball mode makes the pad act like a trackball instead of a mouse. It will have momentum and friction, allowing you to flick it like a trackball. |
Trackball Friction | Off, Low, Medium, High, None | Trackball friction determines how quickly the trackball slows to a stop when freely spinning. |
Friction Vertical Scale | 0.0-1.0 | Vertical Friction determines how fast the vertical movement comes to a stop relative to horizontal movement. At 50% along the slider it is equal, if less than half it will slow less quickly, if more, more quickly. For games where you control the camera, it is usually desirable to have high vertical friction so flicks are primarily used for spinning the camera along the horizontal axis. |
Mode Shifting | ... | See Mode Shifting |
Haptics Intensity | Off, Low, Medium, High | This sets the intensity of the haptics. |
Invert Vertical Axis | On, Off | If set, moving up on the pad will move the mouse down, while moving down on the pad will move the mouse up. Note that game settings often have this same settings, so you need to ensure they don't cancel each other out. |
Additional Settings
Name | Values | Description |
---|
Sensitivity Vertical Scale | 0.0-1.0 | Vertical Sensitivity determines how much vertical movement occurs relative to horizontal movement. At 50% along the slider it is equal, if less than half vertical movement will be lower than horizontal, while more will increase the ratio to more vertical movement. |
Touch Binding | Digital input/action | An action can be sent while touching the pad. If momentum/trackball mode is active, this button will be released when it fully decays. Otherwise, this button will be released the moment you stop touching the pad. |
Trigger Press Mouse Dampening | Off, Right Trigger Soft Pull Dampening, Left Trigger Soft Pull Dampening, Both Trigger Soft Pull Dampening, Right Trigger Soft/Full Pull Dampening, Left Trigger Soft/Full Pull Dampening, Both Trigger Soft/Full Pull Dampening | The mouse movement can be dampened while the trigger is being pulled. This can help to correct for accidental movement while pulling the trigger. |
Trigger Press Mouse Dampening (Amount) | 0.0-1.0 | The mouse movement can be dampened while the trigger is being pulled. This can help to correct for accidental movement while pulling the trigger. |
Smoothing | 0.0-1.0 | Smoothing helps to remove noise and jitter from the mouse. Smaller values will result in less filtering, while higher values will be more filtered and smoother. |
Double Tap Binding | Digital input/action | A button can be sent when double tapping on the pad. Tapping doesn't require a full click, just a quick double-tap on the pad. |
Double Tap Duration | 0.0-1.0 | Double Tap Duration sets the time required between times to register as a double tap. Lower values will require a very fast double tap while higher values will allow a long time between taps. |
Double Tap Beep | On, Off | Double Tap Beep will cause the controller to beep when a double tap is sent. |
Edge Spin Radius | 0.0-1.0 | If Edge Spin Speed is set, when outside this radius on the pad, the mouse will continue to send input at a constant rate in the specified direction. The slider can be visualized as extending a radius from the center outward, with fully to the left as always edge spinning and fully right as only the very edge engaging edge spin. |
Edge Spin Speed | 0.0-1.0 | If Edge Spin Speed is set, when outside the Edge Spin Radius on the pad, the mouse will continue to send input at the specified rate in the specified direction. |
Minimum Movement Threshold | 0.0-1.0 | The mouse will accumulate movement until this threshold has been passed and only send at that point. Intended for applications that exhibit aggressive filtering/clamping of the mouse, which can cause small motions to be lost, but shouldn't generally be required. Ideally this should be as small of a value as possible while not losing input for small motions. |
Invert Horizontal Axis | On, Off | If set, moving left on the pad will move the mouse right, while moving right on the pad will move the mouse left. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out. |
Joystick Move
This input will operate as a simple Joystick. This is intended for traditional joystick applications.
Legacy Note: Joystick will only work with XInput compatible gamepad games
Basic Settings
Name | Values | Description |
---|
Click Action | Digital input/action | This action will be performed when you click the pad/stick. |
Sensitivity | 0.0-1.0 | Sets the sensitivity of this control. For the smoothest results, lowering in-game sensitivity while raising this hardware sensitivity will provide the game with more precision to work with. |
Rotation | 0.0-1.0 | Rotation is the horizon line of mouse movement. Swiping your thumb over the trackpad may result in a slightly canted movement. You can align this rotation to match your natural movements, so that a quick swipe results in a perfectly horizontal mouse movement. |
Acceleration | On, Off | Acceleration will cause faster movements to cause more mouse movement relative to slow movements for the same space covered on the pad. |
Trackball Mode | On, Off | Trackball mode makes the pad act like a trackball instead of a mouse. It will have momentum and friction, allowing you to flick it like a trackball. |
Trackball Friction | Off, Low, Medium, High, None | Trackball friction determines how quickly the trackball slows to a stop when freely spinning. |
Friction Vertical Scale | 0.0-1.0 | Vertical Friction determines how fast the vertical movement comes to a stop relative to horizontal movement. At 50% along the slider it is equal, if less than half it will slow less quickly, if more, more quickly. For games where you control the camera, it is usually desirable to have high vertical friction so flicks are primarily used for spinning the camera along the horizontal axis. |
Mode Shifting | ... | See Mode Shifting |
Haptics Intensity | Off, Low, Medium, High | This sets the intensity of the haptics. |
Invert Vertical Axis | On, Off | If set, moving up on the pad will move the mouse down, while moving down on the pad will move the mouse up. Note that game settings often have this same settings, so you need to ensure they don't cancel each other out. |
Additional Settings
Name | Values | Description |
---|
Sensitivity Vertical Scale | 0.0-1.0 | Vertical Sensitivity determines how much vertical movement occurs relative to horizontal movement. At 50% along the slider it is equal, if less than half vertical movement will be lower than horizontal, while more will increase the ratio to more vertical movement. |
Touch Binding | Digital input/action | An action can be sent while touching the pad. If momentum/trackball mode is active, this button will be released when it fully decays. Otherwise, this button will be released the moment you stop touching the pad. |
Trigger Press Mouse Dampening | Off, Right Trigger Soft Pull Dampening, Left Trigger Soft Pull Dampening, Both Trigger Soft Pull Dampening, Right Trigger Soft/Full Pull Dampening, Left Trigger Soft/Full Pull Dampening, Both Trigger Soft/Full Pull Dampening | The mouse movement can be dampened while the trigger is being pulled. This can help to correct for accidental movement while pulling the trigger. |
Trigger Press Mouse Dampening (Amount) | 0.0-1.0 | The mouse movement can be dampened while the trigger is being pulled. This can help to correct for accidental movement while pulling the trigger. |
Smoothing | 0.0-1.0 | Smoothing helps to remove noise and jitter from the mouse. Smaller values will result in less filtering, while higher values will be more filtered and smoother. |
Double Tap Binding | Digital input/action | A button can be sent when double tapping on the pad. Tapping doesn't require a full click, just a quick double-tap on the pad. |
Double Tap Duration | 0.0-1.0 | Double Tap Duration sets the time required between times to register as a double tap. Lower values will require a very fast double tap while higher values will allow a long time between taps. |
Double Tap Beep | On, Off | Double Tap Beep will cause the controller to beep when a double tap is sent. |
Edge Spin Radius | 0.0-1.0 | If Edge Spin Speed is set, when outside this radius on the pad, the mouse will continue to send input at a constant rate in the specified direction. The slider can be visualized as extending a radius from the center outward, with fully to the left as always edge spinning and fully right as only the very edge engaging edge spin. |
Edge Spin Speed | 0.0-1.0 | If Edge Spin Speed is set, when outside the Edge Spin Radius on the pad, the mouse will continue to send input at the specified rate in the specified direction. |
Minimum Movement Threshold | 0.0-1.0 | The mouse will accumulate movement until this threshold has been passed and only send at that point. Intended for applications that exhibit aggressive filtering/clamping of the mouse, which can cause small motions to be lost, but shouldn't generally be required. Ideally this should be as small a value while not losing input for small motions. |
Invert Horizontal Axis | On, Off | If set, moving left on the pad will move the mouse right, while moving right on the pad will move the mouse left. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out. |
Joystick Camera
This input will operate as a joystick optimized for controlling a first or third person camera.
Legacy Note: Joystick will only work with XInput compatible gamepad games
Basic Settings
Name | Values | Description |
---|
Click Action | Digital input/action | This action will be performed when you click the pad/stick. |
Output | Left Joystick, Right Joystick, Relative Mouse | When sending analog joystick commands to the game, should these commands be a left or right joystick as seen by the game? |
Stick Response Curve | Linear, Aggressive, Relaxed, Wide, Extra Wide | This determines the mapping of analog input to output. By default a linear 1:1 mapping is used. This curve can be altered so there is more or less room for fine controls. |
Mode Shifting | ... | See Mode Shifting |
Haptics Intensity | Off, Low, Medium, High | This sets the intensity of the haptics. |
Swipe Duration | Off, Low, Medium, High | Swipes will cause a joystick 'flick' motion, as if slamming the stick to the side for a moment. How long should this 'joystick pegged' action persist? |
Additional Settings
Name | Values | Description |
---|
Smooth Joystick | On, Off | Smoothing returns the stick to its neutral position as if it were driven by a physical spring rather than instantly returning when you stop touching. |
Invert Horizontal Axis | On, Off | If set, moving left on the pad will move the mouse right, while moving right on the pad will move the mouse left. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out. |
Invert Vertical Axis | On, Off | If set, moving up on the pad will move the mouse down, while moving down on the pad will move the mouse up. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out. |
Sensitivity Vertical Scale | 0.0-1.0 | Most games apply their own deadzones to controller output. If the control feels 'mushy' with a physical area of movement where no output is seen in game, it is likely caused by the game's deadzone. You can remove this using the Anti-Deadzone setting. This subtracts away the deadzone, and provides finer grain control within the remaining section. The higher the slider, the more is added to the smallest output value. Note that if all deadzone is removed entirely, all positions will cause input. You can use Anti-DeadZone Buffer to allow for a small area where no input will be sent, even if the anti-deadzone is larger than the deadzone of the game. |
Output Anti-Deadzone Buffer | 0.0-1.0 | If an anti-deadzone has been applied, there may be no remaining actual deadzone as applied by the game, so touching anywhere will actively cause movement. To allow for a safe buffer area where no input will be sent, the anti-deadzone buffer acts as the new deadzone for the control. It can be visualized as a radius from the center of the pad, within which no input will be sent. |
Mouse Sensitivity | 0.0-1.0 | Sensitivity of the mouse cursor when the virtual joystick's output is set to Mouse. |
Scroll Wheel
This input will operate as a Scroll Wheel. Rotating clockwise or counterclockwise will fire off events like a scrollwheel, clickwheel, or jogwheel.
Legacy Note: Any type of button can be assigned for the various events, but XInput buttons will only work with XInput Gamepad compatible games.
Basic Settings
Name | Values | Description |
---|
Sensitivity | 0.0-1.0 | Controls the sensitivity of the scrollwheel. This determines how much of a rotation is required for the next binding to fire. |
Clockwise Binding | Digital input/action | You can assign a button or key to be sent to the game when rotating clockwise. |
Counter Clockwise Binding | Digital input/action | You can assign a button or key to be sent to the game when rotating counter clockwise. |
Swipe Direction | Circular, Horizontal, Vertical | Sets the type of motion required to move through the binding list. Either circular swipes of the pad, vertical swipes or horizontal swipes. |
Invert Direction | Off, On | Switches the direction of the scroll action. |
Spin Friction | Off, Low, Medium, High, None | This determines how long the scroll wheel will continue to scroll when flicked. Low friction results in a longer spin. |
Mode Shifting | ... | See Mode Shifting |
Haptics Intensity | Off, Low, Medium, High | This sets the intensity of the haptics. |
Scroll Wheel Click Action | Digital input/action | This action will be performed when you click the pad/stick. |
Additional Settings
Name | Values | Description |
---|
Scroll Wheel List 1 Binding | Digital input/action | You can assign a button or key to be sent to the game when the first item is reached. |
Scroll Wheel List 2 Binding | Digital input/action | You can assign a button or key to be sent to the game when the second item is reached. |
Scroll Wheel List 3 Binding | Digital input/action | You can assign a button or key to be sent to the game when the third item is reached. |
Scroll Wheel List 4 Binding | Digital input/action | You can assign a button or key to be sent to the game when the fourth item is reached. |
Scroll Wheel List 5 Binding | Digital input/action | You can assign a button or key to be sent to the game when the fifth item is reached. |
Scroll Wheel List 6 Binding | Digital input/action | You can assign a button or key to be sent to the game when the sixth item is reached. |
Scroll Wheel List 7 Binding | Digital input/action | You can assign a button or key to be sent to the game when the seventh item is reached. |
Scroll Wheel List 8 Binding | Digital input/action | You can assign a button or key to be sent to the game when the eighth item is reached. |
Scroll Wheel List 9 Binding | Digital input/action | You can assign a button or key to be sent to the game when the ninth item is reached. |
Scroll Wheel List 10 Binding | Digital input/action | You can assign a button or key to be sent to the game when the tenth item is reached. |
Wrap List | Off, On | When selected, the list will restart once either end is reached. Otherwise, the list will cease once either extreme is hit. |
Touch Menu
This input will act as a Touch Menu. Touch Menus display on-screen when your finger touches the Touch Pad. Clicking on one of the shown buttons will fire off the appropriate action. Touch Menus can have a variety of buttons, layouts, size, opacity, and can use icons.
Legacy Note: Any type of button can be assigned, but XInput buttons will only work with XInput Gamepad compatible games.
Basic Settings
Name | Values | Description |
---|
Touch Menu Button Count | 2,4,7,9,12,13, or 16 Buttons | This selects how many on-screen buttons will show on your touch menu. |
On-Screen Horizontal Position | 0.0-1.0 | This determines where the Touch Menu will appear on screen. Adjust this slider to adjust the horizontal position. |
On-Screen Vertical Position | 0.0-1.0 | This determines where the Touch Menu will appear on screen. Adjust this slider to adjust the vertical position. |
Menu Activation Style | Button Click, Button Release, Touch Release/Modeshift End, Always | What sort of input activates the touch menu. |
Menu Button 1 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 2 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 3 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 4 | Digital input/action | You can bind actions to this on-screen button. |
Mode Shifting | ... | See Mode Shifting |
Display Binding Label on Button | On, Off | Touch menu buttons can show a text label of what is bound to them on the actual button. If an icon is enabled, this label will display in the upper left corner. If disabled, the icon or blank button will be used. |
Menu Opacity | 0.0-1.0 | This slider determines how translucent the touch menu appears on-screen. |
Menu Size | 0.0-1.0 | This slider determines the size of the touch menu on-screen. |
Additional Settings
Name | Values | Description |
---|
Menu Button 5 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 6 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 7 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 8 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 9 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 10 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 11 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 12 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 13 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 14 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 15 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 16 | Digital input/action | You can bind actions to this on-screen button. |
Mouse Joystick
This input feels like a mouse, but outputs a joystick. This is intended for games which do not allow simultaneous mouse and gamepad inputs. It's the next best option to the real thing for providing an emulated 1:1 response.
NOTE: Since this mode is seen by the game as a joystick, the sensitivity response is limited by the game's gamepad sensitivity settings. For best results, set the in-game gamepad camera sensitivity to the highest value possible.
Basic Settings
Name | Values | Description |
---|
Click Action | Digital input/action | This action will be performed when you click the pad/stick. |
Sensitivity | N/A | Adjust sensitivity in-game. |
Rotation | 0.0-1.0 | Rotation is the horizon line of mouse movement. Swiping your thumb over the trackpad may result in a slightly canted movement. You can align this rotation to match your natural movements, so that a quick swipe results in a perfectly horizontal mouse movement. |
Sensitivity Vertical Scale | 0.0-1.0 | Vertical Sensitivity determines how much vertical movement occurs relative to horizontal movement. At 50% along the slider it is equal, if less than half vertical movement will be lower than horizontal, while more will increase the ratio to more vertical movement. |
Trackball Mode | On, Off | Trackball mode makes the pad act like a trackball instead of a mouse. It will have momentum and friction, allowing you to flick it like a trackball. |
Trackball Friction | Off, Low, Medium, High, None | Trackball friction determines how quickly the trackball slows to a stop when freely spinning. |
Friction Vertical Scale | 0.0-1.0 | Vertical Friction determines how fast the vertical movement comes to a stop relative to horizontal movement. At 50% along the slider it is equal, if less than half it will slow less quickly, if more, more quickly. For games where you control the camera, it is usually desirable to have high vertical friction so flicks are primarily used for spinning the camera along the horizontal axis. |
Mode Shifting | ... | See Mode Shifting |
Haptics Intensity | Off, Low, Medium, High | This sets the intensity of the haptics. |
Invert Vertical Axis | On, Off | If set, moving up on the pad will move the mouse down, while moving down on the pad will move the mouse up. Note that game settings often have this same settings, so you need to ensure they don't cancel each other out. |
Additional Settings
Name | Values | Description |
---|
Trigger Press Mouse Dampening | Off, Right Trigger Soft Pull Dampening, Left Trigger Soft Pull Dampening, Both Trigger Soft Pull Dampening, Right Trigger Soft/Full Pull Dampening, Left Trigger Soft/Full Pull Dampening, Both Trigger Soft/Full Pull Dampening | The mouse movement can be dampened while the trigger is being pulled. This can help to correct for accidental movement while pulling the trigger. |
Trigger Press Mouse Dampening (Amount) | 0.0-1.0 | The mouse movement can be dampened while the trigger is being pulled. This can help to correct for accidental movement while pulling the trigger. |
Minimum Joystick X Output Value | 0.0-1.0 | This value determines the minimum amount of output the joystick will send when swiping. Adjust this value upwards until slow movements don't stop or stutter, but provide clean movement. Similar to an anti-deadzone. |
Minimum Joystick Y Output Value | 0.0-1.0 | This value determines the minimum amount of output the joystick will send when swiping. Adjust this value upwards until slow movements don't stop or stutter, but provide clean movement. Similar to an anti-deadzone. |
Double Tap Binding | Digital input/action | A button can be sent when double tapping on the pad. Tapping doesn't require a full click, just a quick double-tap on the pad. |
Double Tap Duration | 0.0-1.0 | Double Tap Duration sets the time required between times to register as a double tap. Lower values will require a very fast double tap while higher values will allow a long time between taps. |
Double Tap Beep | On, Off | Double Tap Beep will cause the controller to beep when a double tap is sent. |
Edge Spin Radius | 0.0-1.0 | If Edge Spin Speed is set, when outside this radius on the pad, the mouse will continue to send input at a constant rate in the specified direction. The slider can be visualized as extending a radius from the center outward, with fully to the left as always edge spinning and fully right as only the very edge engaging edge spin. |
Edge Spin Speed | 0.0-1.0 | If Edge Spin Speed is set, when outside the Edge Spin Radius on the pad, the mouse will continue to send input at the specified rate in the specified direction. |
Minimum Movement Threshold | 0.0-1.0 | The mouse will accumulate movement until this threshold has been passed and only send at that point. Intended for applications that exhibit aggressive filtering/clamping of the mouse, which can cause small motions to be lost, but shouldn't generally be required. Ideally this should be as small a value while not losing input for small motions. |
Invert Horizontal Axis | On, Off | If set, moving left on the pad will move the mouse right, while moving right on the pad will move the mouse left. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out. |
Mouse Region
This input will act as a Mouse Region. Mouse Region sends mouse input to a game, but treats the pad as a 1:1 map to screen space, so touching a particular place on the pad will always put the cursor in the same place on the screen. In addition to working great for top-down style games, regions can be restricted to certain areas of the screen, scaled, stretched and mode-shifted in to select mini-maps, toolbars, inventory, etc.
Basic Settings
Name | Values | Description |
---|
Region Size | 0.0-1.0 | This will scale the size of the region that is mapped to the outer extents of the pad/stick. |
Click Binding | Digital input/action | This action will be performed when you click the pad/stick. |
Touch Binding | Digital input/action | An action can be sent while touching the pad. This button will be released when you stop touching. |
Horizontal Position | 0.0-1.0 | This is the on screen horizontal position that the region will be centered around. |
Vertical Position | 0.0-1.0 | This is the on screen vertical position that the region will be centered around. |
Region Horizontal Scale | 0.0-1.0 | Scale the horizontal region. You can use this to change the on-screen region from a circle to an ellipse or a line. |
Region Vertical Scale | 0.0-1.0 | Scale the vertical region. You can use this to change the on-screen region from a circle to an ellipse or a line. |
Mode Shifting | ... | See Mode Shifting |
Haptics Intensity | Off, Low, Medium, High | This sets the intensity of the haptics. |
Additional Settings
Name | Values | Description |
---|
Outer Ring Binding Radius | 0.0-1.0 | When outside the specified radius, the assigned button or key will be sent. For example, the 'Run' or 'Sprint' button could be assigned when holding at the edge. The slider can be visualized as extending a radius from the center outward, with the point being where the outer ring begins. |
Outer Ring Binding | Digital input/action | When outside the specified radius, the assigned button or key will be sent. For example, the 'Run' or 'Sprint' button could be assigned when holding at the edge. |
Outer Ring Binding Invert | On, Off | If set, the binding will be sent when inside the radius instead of outside. For example, 'Walk' or 'Sneak' could be sent when inside a certain zone. |
Snap Mouse Back on Stop | On, Off | When you stop touching or disable the mode shift, should the mouse be snapped back to the position it was before the mode shift was engaged? |
Trigger Press Mouse Dampening | Off, Right Trigger Soft Pull Dampening, Left Trigger Soft Pull Dampening, Both Trigger Soft Pull Dampening, Right Trigger Soft/Full Pull Dampening, Left Trigger Soft/Full Pull Dampening, Both Trigger Soft/Full Pull Dampening | Trigger Dampening will reduce the amount of movement output by this mode while the trigger is being pulled. |
Trigger Press Mouse Dampening (Amount) | 0.0-1.0 | This sets how much the mouse movement should be dampened. Slide to the right to further stop mouse movement. |
Radial Menu
This input will act as a Radial Menu. Radial Menus display on-screen when your finger touches the Touch Pad. Clicking on one of the shown buttons will fire off the appropriate action. Radial Menus can have a variety of buttons, layouts, size, opacity, and can use icons.
Basic Settings
Name | Values | Description |
---|
Menu Activation Style | Button Click, Button Release, Touch Release/Modeshift End, Always | The interaction with the radial menu can work in a few different ways. Click actions require the pad or stick to be clicked to use. If set to touch release/modeshift end, the action will be sent when it stops receiving input or if it's on a modeshift, when that modeshift ends. \"Always\" will always send the button so long as the option is highlighted. |
On-Screen Horizontal Position | 0.0-1.0 | This determines where the Radial Menu will appear on screen. Adjust this slider to adjust the horizontal position. |
On-Screen Vertical Position | 0.0-1.0 | This determines where the Radial Menu will appear on screen. Adjust this slider to adjust the vertical position. |
Menu Opacity | 0.0-1.0 | This slider determines how translucent the Radial Menu appears on-screen. |
Menu Size | 0.0-1.0 | This slider determines the size of the Radial Menu on-screen. |
Menu Button 1 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 2 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 3 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 4 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 5 | Digital input/action | You can bind actions to this on-screen button. |
Mode Shifting | ... | See Mode Shifting |
Display Binding Label on Button | Off, On | Radial Menu buttons can show a text label of what is bound to them on the actual button. If an icon is enabled, this label will display in the upper left corner. If disabled, the icon or blank button will be used. |
Center/Unselected Button | Digital input/action | You can bind actions to this on-screen button. |
Click Action | Digital input/action | You can bind actions to when this input is clicked. This is particularly useful when combined with the Always On menu activation type. |
Additional Settings
Name | Values | Description |
---|
Menu Button 6 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 7 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 8 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 9 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 10 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 11 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 12 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 13 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 14 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 15 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 16 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 17 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 18 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 19 | Digital input/action | You can bind actions to this on-screen button. |
Menu Button 20 | Digital input/action | You can bind actions to this on-screen button. |