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# Action Modes and Advanced Trigger Logic

Action modes change what PlayAbility sends after a trigger is detected. Advanced trigger logic can require repeated detections or combine several different inputs with AND or OR conditions.

## Choose an action mode

1. Open **Mapping**.
2. Find the mapping you want to change and select **Edit**.
3. Under **Action Mode**, choose the behavior you need:
   - **Default** keeps the action active while the trigger is active.
   - **Toggle** switches the action on with one activation and off with the next.
   - **Short Press** sends one 100 ms press.
   - **Long Press** sends one 300 ms press.
   - **Double Press** sends two quick 100 ms presses.
   - **Triple Press** sends three quick 100 ms presses.
4. Select **Save**.

Use **Default** for controls that should follow you continuously, such as steering or holding a button. Use **Toggle** when holding an input would be tiring. Use a press mode for one-time actions such as jump, interact, reload, or menu navigation.

### Mode-specific limitations

- Voice and dwell triggers are single events, so they do not offer **Default**. They start with a press-style mode.
- Scroll actions offer **Default**, **Toggle**, and **Single Tick**.
- Directional mouse-movement actions offer **Default** and **Toggle**.
- The modes shown in the editor are the modes supported by that trigger and action combination.

## Require several detections of the same trigger

Use **Require Multiple Events** when one detection is too easy to activate accidentally. For example, you can require two eyebrow raises within half a second.

1. Make sure the mapping already has one configured trigger. If its row says **Select a trigger**, assign a trigger first.
2. Select **Edit** on the single-trigger mapping.
3. Select **Require Multiple Events**.
4. Set **Required events** from 2 to 5.
5. Set **Time window (seconds)** from 0.1 to 5 seconds.
6. Select **Save**.

The action activates only after PlayAbility detects the configured number of events inside the time window. If the sequence is too slow, the count starts again.

Start with two events and a generous window. Shorten the window after the sequence works reliably.

## Require several different triggers with AND

An AND group is useful when two or more inputs must be active together. For example, require a key and a face gesture before activating a sensitive action.

### Create an AND group on an empty action

1. On an unmapped action row, select **Select a trigger**.
2. Select two or more compatible trigger cards.
3. Select **Add as Group**.
4. Select **Edit** on the grouped mapping.
5. Configure any trigger that still needs settings.
6. Confirm **AND** is selected between the triggers.
7. Select **Save**.

New groups use AND by default.

### Add a second trigger to an existing mapping

1. Select **Edit** on a mapping that already has one trigger.
2. Select **Add Second Trigger**.
3. Under the new trigger, choose how you want to control the action and configure the input.
4. Select **AND** between the triggers.
5. Select **Save**.

All triggers in an AND group must be active for the output to activate.

## Allow any trigger in a group with OR

Use OR when several alternative inputs should perform the same action. For example, either a voice command or a gamepad button could open a menu.

1. Create a trigger group or open an existing grouped mapping with **Edit**.
2. Configure each trigger.
3. Select **OR** between the triggers.
4. Select **Save**.

Any configured trigger in an OR group can activate the shared action.

To add another alternative, select **Add Trigger** in the grouped editor. To remove one, use the remove button on that trigger card. If only one trigger remains, PlayAbility converts the mapping back to a single-trigger mapping.

## Combine several outputs instead

If one input should send several actions, use **Add as Combo** rather than a trigger group:

1. Select **Add actions**.
2. Select at least two compatible non-axis actions of the same output type.
3. Select **Add as Combo**.
4. Assign one trigger to the combo.

Remember:

- Trigger group: several inputs control one action.
- Output combo: one input controls several actions.

## Verify advanced logic

Test advanced mappings before entering a game:

1. Confirm the correct profile is current.
2. Enable **Main Output** and the required output type.
3. For a press mode, activate the trigger once and confirm the output releases automatically.
4. For **Toggle**, activate once to turn the output on and again to turn it off.
5. For multiple events, deliberately try too few or too-slow detections, then complete the valid sequence.
6. For AND, test each trigger alone before activating them together.
7. For OR, test every trigger separately.

## Troubleshooting and limitations

### Toggle seems stuck on

Activate the trigger once more to toggle it off. If the state remains active, use a mapped **Release All** action or pause **Main Output** before editing the mapping.

### Multiple events trigger too easily

Increase **Required events** or shorten the **Time window**. Also adjust the input's own sensitivity or detection delay if false detections continue.

### Multiple events never complete

Lengthen the time window and test with two events. Each detection must return to its inactive state before the next distinct event can be counted.

### AND never activates

Test each trigger separately and make sure their active periods overlap. A very short press-style or voice event can be difficult to overlap with another trigger.

### OR activates unexpectedly

Each trigger is an independent way to activate the action. Remove the unwanted trigger or change the group to AND.

### Action Mode is not shown for a group

The grouped editor uses AND/OR logic for the shared action and does not expose the single-trigger **Action Mode** or **Require Multiple Events** controls. Use separate mappings when each trigger needs independent timing behavior.

### Add as Combo is unavailable

Combos need at least two compatible outputs and do not support analog axes, directional mouse movement, or profile-switching actions.

## Related articles

- [Build and Edit a Mapping](https://help.playability.gg/en/article/build-and-edit-a-mapping-u0q0bs/)
- [Control PlayAbility with Settings Actions](https://help.playability.gg/en/article/control-playability-with-settings-actions-1v2eikb/)
- [Recover from Stuck or Unexpected Inputs](https://help.playability.gg/en/article/recover-from-stuck-or-unexpected-inputs-187f6b2/)