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
- Open the Button Mapping page.
- Choose the preset you want to edit.
- Find the action you want to change.
- Click
Capture keyorCapture button. - Press the desired key or gamepad input.
- 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 inputon or offGamepad inputon or offShow tester overlayon 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.
F5is 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.