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Virtual.ink documentation

Button Mapping

Button Mapping is the remote-input editor for Virtual.ink. It lets operators store presets per venue or device, capture the next keyboard key or gamepad button, and test what the app is seeing before using the mapping in Live View.

Where to Find It

Button Mapping opens as a dedicated desktop page from the Virtual.ink control surfaces. It is not a standalone browser page.

Configurable Actions

Each action can have one or more keyboard keys and one or more supported gamepad buttons assigned to it.

Action Default keyboard inputs Default gamepad inputs
Record B, PageDown, ArrowRight, ArrowDown, MediaPlayPause A, D-pad right
Reset Space, PageUp, ArrowLeft, ArrowUp, BrowserBack B, D-pad down
Toggle Painting S, Enter Y, D-pad up
Snapshot Insert, Snapshot, PrintScreen X, D-pad left
Hide Controls H View / Back, Left shoulder
Fullscreen Tab Menu / Start, Right shoulder

Presets

Button Mapping stores its settings in named presets.

Use presets when you need different layouts for:

  • a wireless clicker
  • a foot pedal
  • an Xbox-style controller
  • a teaching or workshop setup
  • a venue-specific booth configuration

The page supports:

  • creating a new preset
  • renaming the current preset
  • deleting a non-default preset
  • switching between presets without rebuilding mappings by hand

How to Remap

  1. Open the Button Mapping page.
  2. Choose the preset you want to edit.
  3. Find the action you want to change.
  4. Click Capture key or Capture button.
  5. Press the desired key or gamepad input.
  6. The new binding is saved immediately.

Multiple keys can be mapped to the same action. This is useful when one operator uses the main keyboard and another uses a wireless remote.

Tester And Input Toggles

The right side of the page is a live tester.

It shows:

  • the last keyboard key or gamepad button seen
  • whether that input is currently mapped to an action
  • the supported gamepad button set

The page also exposes three important controls:

  • Keyboard input on or off
  • Gamepad input on or off
  • Show tester overlay on or off, plus overlay duration

This makes it easy to confirm that a clicker or controller is being detected before a live session starts.

Supported Gamepad Buttons

Virtual.ink currently recognizes these named gamepad inputs for mapping:

  • A
  • B
  • X
  • Y
  • Left shoulder
  • Right shoulder
  • Left trigger
  • Right trigger
  • View / Back
  • Menu / Start
  • Left stick
  • Right stick
  • D-pad up
  • D-pad down
  • D-pad left
  • D-pad right

Use Cases

  • Presentation remote: Map the forward/back buttons to record and reset so the operator can control the session from anywhere in the room.
  • Foot pedal: Map a USB foot pedal key to record, keeping hands free for other tasks.
  • External game controller: Map gamepad buttons to painting and snapshot actions.
  • Teaching setup: Assign simple, clearly labeled keys (like spacebar and enter) for students to use during workshops.

Notes

  • Mappings are saved per machine and persist across sessions.
  • The page stores presets, so one machine can keep multiple controller layouts.
  • Live input mappings apply to the capture actions in Live View. Navigation and other pages still use their own shortcuts.
  • F5 is reserved and is not saved as a custom keyboard mapping.
  • For the complete list of all keyboard shortcuts (including non-configurable ones), see Keyboard Shortcuts.
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