Bindings
Bindings are used to map inputs from you to outputs sent to your the console/PC.
Inputs come from the devices plugged into your XIM MATRIX. For example: left mouse button is pressed, or, gamepad right trigger is pulled 100%.
Outputs are expressed using one or more Smart Actions (referred to as just "actions" as well). For example: press the console controller A button, or, move the reticle down at a rate of 10 degrees-per-second.
Info
Smart Actions are a powerful feature that enables the composition of action sequences to accomplish many different input automation scenarios from simple to complex. They feature an easy-to-use editor as well as special actions that are designed to leverage Smart Translators for precise manipulation of the reticle.
This guide covers basic Smart Action use. See our dedicated Smart Actions section for more advanced topics.
Simple Bindings
When you first create a Config, all default bindings added for you are simple input-to-single-output bindings. When you press a button, the binding's action runs until you let go.
To change a binding, just click on it.
This is a binding where when you press your left mouse button, the console controller's right trigger is pulled 100%. This console controller action will continue to run until the left mouse button is no longer held (for firing).
Tip
Some actions are adjustable such as trigger actions where you can choose how much the trigger should be pulled by using the slider.
If you want, you can change the action to run to something else. This includes:
- Console controller button presses and trigger pulls
- Mouse button presses
- Keyboard key presses
Warning
If you choose an action that doesn't match the current output mode, it won't work and you will be notified.
Adding a Binding
To add a binding, press the '+' button at the end of the bindings list.
Here you will be presented with a list of inputs to choose from.
Tip
Pressing a button on an attached input device will jump to the matching digital input in the list.
Choose an input and then you can add actions.
Analog vs Digital
Bindings come in two forms: analog and digital. The input determines the type.
Analog inputs are those that have multiple values. There are few analog inputs. These bindings are used for player aim and movement.
They include all inputs used for aiming (mouse, thumbstick, and gyro), keyboard movement keys (WASD), and gamepad thumbsticks and triggers.
Digital inputs are those that have two values: on or off. There are many digital inputs.
Examples include mouse left button, keyboard space, gamepad DPad up, and also thresholded analog inputs like gamepad right trigger position and gamepad left stick magnitude.
Info
Analog inputs only work with matching analog actions and don't support Smart Actions sequences (they are always simple bindings).
Running Bindings
A binding is currently running if it's highlighted in the list.
- Analog bindings are always running
- Digital bindings are only running if the input condition is met
Input Conditions
An input condition is used to:
- Check the digital input to determine if the binding should run
- Determine if the running binding should repeat or just run-once
Press the condition to change it.
The set of possible conditions are:
Held | repeats | Runs while input is currently held down | ||
Unheld | repeats | Runs while input is not currently held down | ||
Press | runs-once | Runs when input was pressed | ||
Release | runs-once | Runs when input was released | ||
Double | runs-once | Runs when input was double pressed | ||
Tap | runs-once | Runs when input was pressed quickly | ||
Hold | runs-once | Runs when input was held long |
You can also choose toggle behavior by pressing the toggle button. All the runs-once conditions will change to repeats.
Info
A toggle condition keeps the binding running until the input occurs again to stop it.
Automatic Bindings
Automatic bindings are simple bindings that are created for you automatically for convenience. Automatic bindings always map an input to the same output.
For example, a binding that maps gamepad right trigger input directly to the right trigger controller action output. Or, the keyboard A input directly mapped to the keyboard A action output.
They are represented at the bottom of the binding list.
Info
Automatic bindings are only made for the current output mode. If your XIM MATRIX is presenting as a controller, only controller bindings are automatically created.
Automatic bindings can reduce binding count significantly.
For example, if you create a Config that uses mouse and keyboard for input and also outputs as mouse and keyboard, the only binding you will have is the aim binding.
All the bindings that map all mouse buttons and keyboard keys will automatically be created for you behind the scenes.
Info
As soon as you create a binding, the automatic binding for that same input will be disabled.
You can change the behavior of automatic bindings by pressing the "..." and selecting Manage Automatic Bindings.
Here you can disable automatic bindings for different classes of inputs.
Deleting Bindings
To delete a binding, edit the binding and choose Delete Binding.
Pasting Bindings
When you receive a Binding, you can paste it into your Config.
Shared bindings are in text form like this:
>>> XIM MATRIX [Mappings Binding] START COPY >>>
XMMB:AAAAF3icY2Bg4GCIYPAFQidGky3WbImNBvyG4gAjnwPQ:XMMB
<<< XIM MATRIX END COPY <<<
- Copy the text block into your clipboard
- Choose to add a binding
- Press the Paste Binding button
The new pasted binding will now be in your binding list.
Changing Binding Inputs
To change the input of a binding, press the input in the bindings list and choose a different one.
Tip
When choosing an input, pressing it will jump to it in the list.
You can also change an input while editing a binding. To do so, long press (hold) the input and select a new one.