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Setting up your controls

Everything that presses a button in RetroXR is rebindable, and it all lives under the CONTROLS tab.

The CONTROLS tab, listing gamepad buttons against their bound keys — D-pad up, down, left and right on W, S, A and D, and the face buttons on the numeric keypad.

Each row is one control on the emulated machine, with whatever currently drives it beside it. Change a row and it takes effect immediately.

What you are binding Where it comes from
VR controllers The Quest controllers in your hands
Keyboard The real keyboard, on desktop or through a receiver
A real gamepad Anything connected over Bluetooth or USB

They are not exclusive. A control can have a VR binding and a key at the same time, and whichever you press wins — pressing one never cancels the other.

Bindings resolve in layers:

  1. Defaults — what RetroXR ships with.
  2. Your global bindings — applied everywhere.
  3. Per-system bindings — applied only to that machine.

The most specific one wins. So you can set a layout you like everywhere, and still give one console its own arrangement without disturbing the rest.

Some hardware has bindings of its own, because it is not shaped like a joypad:

  • Wii Remote — its own map, since it has seven buttons, a d-pad and motion. See the Wii page.
  • Nunchuk — a small map of its own, chained behind the remote.
  • Light gun — its own trigger and buttons.

These read from the same file and follow the same global-then-per-system rule.

A real gamepad, keyboard or mouse reaches a machine through a receiver — a small box you plug into a controller port, rather than anything you configure in a menu.

The Controllers tab of the spawn menu, listing a primitive controller, ray gun, mouse and keyboard.

That has its own page: using a real gamepad, keyboard or mouse.

With no headset, the keyboard is both how you walk around the room and how you play. The full default map is on desktop controls.

The two do not collide, because a held keyboard only hijacks your typing once Scroll Lock capture is on. Off, the keys still belong to you.

Turning style, snap angle, the movement vignette, height and world scale are not bindings — they are under OPTIONS, and covered on graphics and comfort.