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Controllers

Controllers is where you turn registered hardware into a tested gameplay setup. Choose a controller, confirm its recommended use, map its inputs, tune how it feels, and verify the result with ArcadeServer.

Controllers uses information owned by other Studio workspaces:

  • Hardware identifies and registers the physical device.
  • Cabinet says which players and controls exist and binds registered hardware to that map.
  • Controllers maps inputs, tunes feel, and prepares the controller plan.
  • Rules decides which route wins only when multiple outputs compete.

If the device is missing, register it in Hardware. If the player or control is missing, add it and select Save cabinet in Cabinet before returning here.

  1. Open Controllers.
  2. Choose a Type such as gamepad, spinner, trackball, lightgun, wheel, or another cabinet controller family.
  3. Use Search, Player, and Status to find the registered device.
  4. Select the device and review any recommended setup supplied by an installed controller pack.

The device list is based on hardware ArcadeStudio already knows. Installed packages shows controller packs, but installing a pack does not select a device or publish a controller plan.

In Setup, confirm the controller’s device, player role, and recommended use. Choose Use as first when that device should be the first option for the selected role, then select Save setup.

Priority here is cabinet configuration. If outputs genuinely compete, open Priority to reorder the available routes. Rules remains the decision layer for broader routing and fallback behavior.

Open Mapping to connect physical inputs to logical game controls.

  • Apply recommended mapping starts from a definition or pack default.
  • Capture input listens for the physical input you want to assign.
  • Save mapping stores your changes.
  • Reset mapping restores the prior default for the selected controller.

For pointer-style controllers, map the important axes and actions first—for example aim X/Y, trigger, and reload for a lightgun. Calibration and movement feel belong under Feel and Test.

Use Feel to adjust the settings exposed for the selected controller, including sensitivity, deadzone, and smoothing where applicable.

  • Spinners usually need sensitivity, small-movement filtering, and direction checked.
  • Trackballs usually need X/Y speed and smoothing checked.
  • Lightguns and other pointer controllers may also need calibration and stable aim verification.

Save the tuning or calibration profile after adjustment. Profiles can be scoped to a device and, when needed, to an emulator or game context; keep the device default as the general case and add narrower exceptions only when required.

  1. Select Test selected or open Test.
  2. Confirm ArcadeServer is connected and select Check server readiness.
  3. Start the input check and follow the controller-specific instruction.
  4. Press, move, spin, or aim the selected device.
  5. Review the captured result before publishing.

The Test workflow uses ArcadeServer runtime evidence. A successful Studio save alone does not prove that the active cabinet can see the intended input path.

Controller assignments, mapping, tuning, calibration, and output mode are combined into the server handoff. Use the global Publish action to activate the saved plan on ArcadeServer.

ArcadeServer runs the last published plan, not unsaved Controller edits. After publishing, test again with a matching game if you changed a game- or emulator-specific profile.

Next: Rules or ArcadeServer.