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# Build and Edit a Mapping

A mapping connects an input, called a trigger, to an output, called an action. For example, you can map a smile to the gamepad A button, a physical key to a mouse click, or head movement to an analog stick.

## Prerequisites

- Create or load an editable profile.
- Connect or configure the device required by your trigger, such as a webcam, microphone, mouse, keyboard, or gamepad.

## Add an action

1. Open **Mapping** from the sidebar.
2. Confirm the correct profile name is shown at the top.
3. Select **Add actions**.
4. Choose a category:
   - **Gamepad** for controller buttons, D-pad controls, sticks, and triggers
   - **Keyboard** for keyboard keys
   - **Mouse** for clicks, scrolling, pointer movement, or pointer position
   - **Settings** for PlayAbility controls such as output toggles, calibration, overlay controls, or profile switching
   - **All Controls** to browse everything together
5. Select one or more actions. Selected cards are marked **Selected**.
6. Select the **Add** button showing the number of selected actions.

PlayAbility adds one row for each action. A new row without an input displays **Select a trigger**.

## Assign a trigger

1. On the action row, select **Select a trigger**.
2. Browse the compatible triggers. The available tabs can include **All**, **Face AI**, **Gamepad**, **Keyboard**, **Mouse**, and **Voice**.
3. To reuse a trigger that already exists in your profiles or presets:
   1. Select its card.
   2. Select **Use this trigger**.
4. To configure a new trigger:
   1. Select **Create a new trigger +**.
   2. Under **How do you want to control it?**, choose the input type.
   3. Select the gesture, movement, button, key, word, or other input.
   4. Adjust the settings shown for that input, such as sensitivity, delay, range, or direction.
   5. Select **Save**.

PlayAbility only offers trigger types that are compatible with the selected action. Analog actions, for example, require an analog-capable trigger.

## Edit an existing mapping

1. Open **Mapping** and find the action.
2. Select **Edit** on its row.
3. Change the trigger type, selected input, action mode, or input-specific settings.
4. Select **Save**.

The **Save** button is available only when the configuration is valid and has changed. Select **Close** to leave the editor without making another change.

To document what a mapping is for, select its action details, enter a description in **Edit Description**, and select **Save**. Descriptions are useful when a profile contains several similar controls.

## Filter and reorder mappings

Use the chips above the mapping list to focus on:

- **All**
- **Mapped**
- **Unmapped**
- A specific output type, such as buttons, sticks, keyboard, or mouse

To restore the full list, select **All**.

To change the list order:

1. Select **more**.
2. Select **Reorder Mappings**.
3. Drag a mapping by its handle, or use **Move up** and **Move down**.
4. Open **more** and select **Reorder Mappings** again when finished.

Reordering changes how the profile is organized. It does not change when a mapping activates.

## Make several actions happen together

Use an output combo when one trigger should activate multiple actions at the same time:

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 a trigger to the resulting combo row.

Combos are not available for analog axes, directional mouse movement, or profile-switching actions. Selecting several actions and using the regular **Add** button creates separate rows instead of a combo.

An output combo is different from a trigger group:

- A **combo** sends several actions from one trigger.
- A **trigger group** uses several triggers to control one action.

## Delete empty or unwanted mappings

To remove one mapping:

1. Select the remove button at the right end of its row.
2. Confirm **Delete**.

To remove every row that has no configured trigger:

1. Select **more**.
2. Select **Remove Empty Mappings**.
3. Confirm the operation.

## Verify the mapping

1. Confirm the intended profile is current.
2. Make sure **Main Output** and the required output type are enabled.
3. Activate the trigger.
4. Confirm the mapping row responds.
5. Test the result in the target game or application.

For keyboard output, a simple text field can be useful for the first test. For gamepad output, also confirm that the virtual gamepad is available.

## Troubleshooting and limitations

### The trigger type you want is not listed

Trigger availability depends on the action. Choose an analog trigger for an analog action, or create a directional action when you want to use a digital trigger.

### The row still says Select a trigger

The action exists, but no input has been assigned. Select **Select a trigger**, choose exactly one trigger, and then select **Use this trigger**. You can also choose two or more triggers and use **Add as Group**.

### Save is disabled

Complete all required fields for the selected input. The button also remains disabled when nothing has changed or the profile is read-only.

### The mapping is hidden

Select **All** above the list. An active **Mapped**, **Unmapped**, or output-type filter can hide a valid row.

### The mapping responds but the game receives nothing

Check **Main Output**, the relevant gamepad, keyboard, or mouse output toggle, and any virtual-gamepad alert shown by PlayAbility. Some games must be restarted after a virtual controller becomes available.

### The original physical input also reaches the game

Creating a mapping does not normally block the original keyboard or mouse input. Input muting is a separate opt-in feature with platform and anti-cheat limitations.

## Related articles

- [Manage Profiles and Choose a Template](https://help.playability.gg/en/article/manage-profiles-and-choose-a-template-ogzx1x/)
- [Action Modes and Advanced Trigger Logic](https://help.playability.gg/en/article/action-modes-and-advanced-trigger-logic-oiuj2g/)
- [Map Inputs to Virtual Gamepad Actions](https://help.playability.gg/en/article/map-inputs-to-virtual-gamepad-actions-dr2uxf/)
- [Recover from Stuck or Unexpected Inputs](https://help.playability.gg/en/article/recover-from-stuck-or-unexpected-inputs-187f6b2/)