Very Light Force Jn Mini Joystick – Celtic Magic

Photo showing a close up of the Very Light Force JN Mini Joysticks with a J3 compact base. In the background is one with a J2 Desktop base.
Photo showing a close up of the Very Light Force JN Mini Joysticks with a J3 compact base. In the background is one with a J2 Desktop base.

In our assessment kits, we have a wide range of joysticks that offer different sizes, grips and forces required to move them. We use these joysticks with a wide range of controller interfaces for different consoles, such as the Xbox Adaptive Controller (XAC), the Hori Flex, the Sony Access Controller and the Catch-22 for PS5 or Nintendo Switch.ย 

A recent addition to our kit is the Very Light Force version of Celtic Magic’s range of Jn Mini Joysticks. This is an additional option now available, alongside the standard force version and the Light Force version of these joysticks. For comparison, the standard version has an ‘operating force’ of 60g, the Light Force is 20g and the Very Light Force is 12g.ย 

Photoof a J3 Compact version of the Very Light Force JN Mini Joystick alongside four Atec Ultra Ligh HD switches on on a TechPad tray. An XAC is in the background which these are all plugged into.
Image: A J3 Compact version of the joystick connected to an XAC and shown alongside Atec Ultra Light HD switches on a TechPAD tray

To enable the Very Light Force joystick to centre itself back to its middle position, despite how sensitive it is, it uses magnetic centring. Unlike the standard- and light-force versions, the Very Light Force version does not include a stick click button when you click the joystick downwards.

The Jn Mini Joysticks come in separate housing, meaning they can be positioned in an appropriate position to use with various parts of the body. We use mounting trays and arms to position them to be used with a finger, a hand, a foot, or with the chin.ย 

We will incorporate joysticks like this into a controller set-up alongside a games controller and/or accessibility switches, depending on the needs of the individual and the games they want to play. You can see some examples of these set-ups using the ‘Case Study’ tag on both GameAccess and on the SpecialEffect website.

Photo of a J3 Compact Very Light Force JN Mini Joystick, on a maunting plate on a Manfrotto Variable Friction Mounting Arm with a Hori Flex interface in the background.
Image: A J3 Compact version of the joystick connected to a Hori Flex and shown mounted on a Manfrotto Variable Friction Arm

Customisable Options

As well as options for the amount of operational force, the Jn Mini Joysticks can be customised in other ways. This includes the type of housing for how they are held or mounted. Options include the ‘Compact’ and ‘Desktop’ versions, shown above, as well as a hand held version and a version mounted on a small articulated mounting arm.

Whilst the standard force and Light Force Jn joysticks can be ordered with either a 3.5mm or a USB connection, the Very Light Force version of the Jn joystick is only available with a USB connection. This can be ordered for use either as a USB output for gaming via a compatible controller interface, as a mouse, or as WASD outputs.ย 

For mouse, you can also order it with advanced features, including the option to change the sensitivity of each individual direction on the joystick via the Celtic Magic app. More information on the options available with this option, along with the other options available can be found on the Celtic Magic website (https://www.celticmagic.org/jn-joysticks).

Photo of a J2 Desktop base Very Light Force JN Mini Joystick connected to a Catch 22 PS5 interface in the background. An Ultra Light HD switch from Atec is also connected. They are mounted on a Trabasack tray.
Image: A J2 Desktop version of the joystick connected to a OneSwitch Catch 22 PS5 interface and shown with an Atec Ultra Light HD switch on a Trabasack tray

Lighter Force Alternatives

When we need an even lighter force of joystick, or one that requires less movement to reach its full output, we will use a Feather Joystick, also from Celtic Magic. Like the Jn Mini Joysticks, we may use this by a hand or with the chin. This is adjustable and can go as low as only requiring 5g of force to activate it (down from a maximum of 20g). More information on the feather joystick can be found on the Celtic magic website: https://www.celticmagic.org/featherย 

We also use the ‘Dangle’ joystick, again from Celtic Magic. This was previously the closest option to what the Very Light Force Jn Mini Joystick offers, before it was available. This requires very low operational force (10g), but offers a lower profile and position to rest your finger(s) on the joystick than the Feather, if using a hand. It also has a way to access it on the top for chin use. More information on the Dangle joystick can be found on the Celtic Magic website: https://www.celticmagic.org/dangleย 

When considering the force of a joystick, Celtic Magic state, “It is better that the force a joystick presents is in balance with a user’s current ability, and an extremely light force stick can be just too light and in practice be harder to use.”

Photo showing  some clear labelled boxes stacked on shelving. Inside are a variety of different joysticks.
Image: A box of Very Light Force Joysticks stacked alongside some of the other joysticks we use at SpecialEffect

Further Information

We hope this has helped as an introduction to the Very Light Force joystick from Celtic Magic. For more information about it and the options available for it, please visit the Jn Mini Joysticks page on Celtic Magic website: https://www.celticmagic.org/jn-joysticks

For information on some of the other joysticks available for gaming, please use our ‘Joysticks‘ sub-category, under ‘Equipment’ on the GameAccess site.

For an overview of the range of controllers, interfaces and joystick and switch peripherals available on the current generation of games consoles, please see our videos introducing these:

Forza Horizon 6 | Motor Accessibility

Screenshot showing a 4x4 vehicle driving along a road in the country with snow covered mountains in the distance and autumn coloured tress along the road and beyond.

In this post, we will highlight some of the features in Forza Horizon 6 [PEGI 3], that are related to the motor accessibility of the game. This will include an overview of options such as the Driving Assists, the Offline Game Speed option and the new Auto Drive feature. The use of these features may help by reducing the number of controls needed to drive and/or the accuracy of timing responses required.

For those unfamiliar with the franchise, Forza Horizon 6 is a driving game, playable either in solo (offline or online) or co-op mode, in which you explore Japan entering races and challenges. These may be a cross-country or street race, a time attack, a food delivery challenge or any number of other driving missions. You complete these, initially to qualify and enter the Horizon Festival after which you then compete in festival events which will unlock wristbands and more cars.

Screenshot showing the 'What's Next' screen with some of the challenges available early in the game. These include a time attack, a day trip, road racing and The Eliminator.
The What’s Next menu offers a choice of events to pick from and set a waypoint to on your map

For this post we looked at the game using a game controller on an Xbox Series X console and so we will reference the Xbox controller inputs. Compatible steering wheel peripherals are also supported. It is also available on Windows PC on which keyboard is also supported (with mouse for camera movement by default). It has been announced on PlayStation 5, but a release date has yet to be determined.

The below settings can be accessed straight away on loading the game by pressing the X button on the initial title screen or by navigating to Settings in the pause menu once you have started the game. We will go through each of the menus these settings are found within.


Difficulty Menu Options (including Drivatar Difficulty and Driving Assists)

Screenshot showing the Difficulty menu. The Driving Assist Preset is highlighted.
Difficulty settings allow you to choose how much assistance you have with the driving controls

You can access the difficulty menu via Settings. You cannot access the difficulty settings during a race. For the assists to take effect, you will need to set a waypoint first. Adjusting any of the below settings has an impact on the Difficulty Bonus Credit received, which is displayed on-screen when adjusting each setting.

  • Drivatar Difficulty (default = Average) – Setting description: ‘Adjust the skill of your Drivatar opponents’. Drivatars are any opponents controlled by the game. There are a wide range of levels, which will affect your opponents’ competitiveness.

The Tourist setting has been carried over from FH5. Playground Games explains that this ‘ensures everyone has a fun experience, no matter their skill level. Seamlessly lead every race as you take in the breathtaking sights of Japan.’ย  ย 

  • Driving Assists Preset (default = Medium) – Setting description: ‘Automatically adjusts the driving assists below to create a gameplay experience that matches the difficulty level you choose.’ This adjusts the Braking and Steering assists, Traction Control, Shifting, Driving Line, Rewind and Launch Control options.

For instance, choosing the ‘Assisted Steering and Braking’ preset would turn on ‘Assisted’ Braking, ‘Assisted’ Steering, Stability Control and the ‘Full’ Driving Line option. Choosing ‘All Assists’ will also turn on the ‘Auto-Steering’ steering assist, which will keep your vehicle to the driving line without needing to steer. Each of these settings affected by changing the preset can also be adjusted individually.

  • Braking (default = Anti-Lock On) – Setting description: ‘Assisted braking will detect if you are approaching a corner at too high a speed and attempt to slow you down. ABS requires the driver to apply the brakes, but helps alter brake pressure to maintain maximum braking force at the threshold of wheel lock-up.’

Using Assisted braking will only apply to corners and not other vehicles, both within a race or when on the open roads following a waypoint. Therefore you will either need to knock the vehicle out of your path, reduce acceleration or brake to avoid colliding, or steer around them.

  • Steering (default = Standard) – Setting description: ‘Assisted and Auto-Steering will use Forza‘s artificial intelligence to guide your steering along your navigation route. Standard steering gives you full control but dampens some physical effects to make driving easier.’

With Auto-Steering, like Assisted Braking, this only applies to corners and so you will need to either manually steer around vehicles in your path, knock them out of the way, or use braking (or reduce the throttle) to avoid them. If you get knocked off course, you may need to apply reverse if you get stuck against an obstacle. Holding accelerate should eventually get you back to the driving line.

NB – As an alternative or additional option to using Auto-Steering you can use the Auto Drive feature (D-pad Down then D-pad Left) to automatically take you to an event or waypoint. Using Auto Drive will try to automatically avoid vehicles, but this is not always possible. You can also use the feature within offline races and events. Please see Auto Drive section below for more detail.

  • Driving Line (default = Full) – Setting description: ‘Draw a line on the track representing the suggested driving path. Blue means accelerate. Red means slow down. With Braking Only, the line will appear only on turns where you need to brake.’ As well as aiding players to stay on the track and take the best racing line, this can be used to help players using assists to show your vehicle’s route ahead, helping to know when to apply inputs, such as braking when approaching a vehicle in front taking the same driving line as you.
  • Rewind (default = On) – Setting description: ‘Rewind enables you to reverse time to a point of your choosing to drive a section over again.’ In offline game modes, both in a race and in the open world, you can use this (Y button) to go back a couple of seconds to avoid a crash, make a checkpoint or take a better driving line. You can do this multiple times to rewind time further.

The below video shows example gameplay using the ‘All Assists’ Driving Assists Preset, which sets steering to ‘Auto-Steering’ and braking to ‘Assisted’. RT is the only input being used here (held/released) for throttle to accelerate:

 


Auto Drive (Automatically travel to your destination)

Screenshot showing a first person viewpoint in a vehicle taking a corner on a track. Onscreen is the message 'Race Mode Activated' and the HUD has 'Enable Auto Drive' shown, having just been activated.
Auto Drive can be enabled within an offline race or event as well as to travel to it

Whilst not an optional setting, we have added a short section on this feature to highlight its potential use for improving motor accessibility. Auto Drive allows you to automatically drive to a waypoint without needing to use any driving control inputs. This is done through ‘Anna’, your digital assistant, using Down on the D-pad and then Left on the D-pad.

You can also activate this in offline solo races and other events to race for you. When activated, an onscreen ‘Activated Race Mode’ message will appear. How well it drives for you and your finish positioning, will depend on the Drivatar Difficulty level.ย 

Some challenges may not be accessible using Auto Drive, such as ‘Drift Zone – Inner City Run’ which does not have a formal start line, so you get points for drifting between two points. I did find I was able to set a waypoint and use Auto-Steering and Assisted Braking to drift and score on the challenge, using RT to accelerate and A for Handbrake.

You also cannot use Auto Drive when on your estate (a sandbox area on the map where you can build your own house, garages and even race track). However, Driving Assists such as Auto-Steering and Assisted Braking will work, so with a waypoint, you could still drive with only RT to accelerate.

Occasionally, you may also find that your vehicle stops short a few metres before your event destination, so you need to manually drive towards it to be able to enter. The same is true if collecting the mascots.

You can set a waypoint though the World Map either by pausing the game (Menu button) or using the View button to open the map. You can also set a destination using the ‘What’s Next’ feature, also accessed through the pause menu (or through Anna using Right on D-pad after using D-pad Down to activate Anna).

When in an event, such as a road race, it will already have a route set to follow so you do not need to manually give the GPS a waypoint. On completing an event, you are shown the ‘What’s Next’ screen and so can set an new destination to either travel to using Auto Drive, or manually (or using driving assists). If Auto Drive is already on following your last event, it will remain on and will drive you to your selected event. If Auto Drive is on when you enter an event, it will remain on when you start the event and the ‘Activated Race Mode’ message will appear onscreen.

When using Auto Drive, you can activate cinematic camera mode (LB). To exit Auto Drive, use any driving input (Left Stick, LT or RT etc).ย 

The video below shows examples of Auto Drive in use, both travelling to an event and during an event:

 


Accessibility Menu Options (including Story Progress & Offline Game Speed)

Screenshot showing the Accessibilty menu, with the Offline Game PSeed option highlighted.
Offline Game Speed can be adjusted down to 40% of the standard game speed

Within the accessibility menu, the following options are related to the motor accessibility of the game.

  • Story Progress – Setting description: ‘Standard Story Progress requires that you complete all Challenges in a Story Chapter before moving on to the next one. Guaranteed Story Progress will ensure that you move forward through the Story regardless of challenge results.’
  • Offline Game Speed – Setting description: ‘By reducing the Game Speed, the game will play in slow motion, giving you more time to react to on-screen events. This setting is only in effect when playing offline, and does not affect game audio.’ This allows you to reduce the speed of gameplay incrementally to as low as 40%. This will apply when in the open world and within events, such as races. Depending on the driving assists you are using, this can allow for more time to respond and react to what is happening onscreen, giving you more time to break to avoid a collision or to steer and take the best line on a corner.

The below video shows example Offline Game Speed gameplay when set at 100%, 70% and then 40% speeds (recorded using Auto-Steering and Assisted Braking options):

 


Controls Menu Options (including Layout Options & Custom Remapping)

Screenshot showing the Controls menu and the controller layout screen with the default controls listed for Layout 1.
Multiple layouts are available for driving controls, in addition to remapping options

By selecting ‘Change Input Mapping’ in the Controls menu, you can choose between existing controller profile layouts or remap each action individually to create a custom layout.

By default (Layout 1), for the main driving controls, RT is used to Accelerate, LT for Brake/Reverse (Hold) and left and right directions on the Left Stick are used for steering.

The number of these controls required and how much they are used will be affected by the driving assists you are using (see Difficulty Menu Options section above). Some of the layouts that alter these core driving controls, include:

  • Layout 8 – This moves Accelerate to A and Brake/Reverse (Hold) to X.
  • Layout 9 – This moves Accelerate to A and Brake/Reverse (Hold) to B.
  • Layout 12 – This moves Accelerate to Right Stick Up and Brake/Reverse (Hold) to Right Stick Down.
  • Layout 14 – This moves Accelerate to Left Stick Up and Brake/Reverse (Hold) to Left Stick Down, meaning the steering and accelerate and brake can all be done on the Left Stick.

Many of the other inputs on an Xbox controller are used for either non-driving actions, such as to Activate Anna (D-pad Down) to use Auto Drive (D-pad Left) or Rewind (Y). Others are for driving, but dependant on driving style (eg A for Handbrake) or other options chosen. For instance, manual gear changing would require Clutch (LB), Shift Up (B) and Shift Down (X). These can all be changed depending on the layout chosen or can be customised by remapping each of them individually.

The below video shows the full control list for Layout 1 and the main driving controls for layouts 9, 12 and 14:

 

Whilst the driving controls can be remapped, some of those used in other scenarios, such as the Estate Build, EventLab World Builder, Drone or Photo modes cannot. In addition, some of these are additional controls to those required for driving. For instance, the Right Stick is required to move the camera reticle in both these modes. This is also used in driving to move the camera, but this is not essential and it can be remapped.

Screnshot showing a vehicle parked infront of an excavator and a pile of rubble blcking the road. A cursor in the centre of the screen is over the excavator with control options shown for A to Edit Pro, X to Delete Prop and Y to Clone Prop.
The Right Stick is used when in Estate Build Mode to aim the camera to select objects to remove and areas to build
Screenshot showing an Options menu for when in Estate Build Mode. The Camera Speed option is highlighted.
In Estate Build mode you can access some options, such as camera speed controls, via the View button on the Xbox Controller

 

Advanced Controls Menu Options (including Steering, Throttle & Braking Dead Zones)

Screenshot showing the Advanced Controls menu, with the 'Steering Axis DeadZone Outside' option highlighted.
Dead zone options allow you to customise how far your analog inputs need to be activated to carry out an action

Amongst the options in the Advanced Controls menu are dead zone settings. These are available for many of the analog actions in the game, such as steering, accelerating and braking (deceleration) and includes adjustable settings for both the inner and outer dead zones.

Adjusting the inner dead zone will affect how much the joystick needs to move before the input is recognised (eg at what point the vehicle starts to turn in response to the Left Stick being moved). Adjusting the outer dead zone will affect when the maximum value is reached (eg full lock when steering). These options include:

  • Steering Axis Deadzone Inside – Setting description: ‘This sets the size of the inner deadzone for steering. The larger this deadzone, the more the steering will need to be moved before the car begins to turn.’
  • Steering Axis Deadzone Outside – Setting description: ‘This sets the size of the outer deadzone. The larger this deadzone, the less the steering input will be recognised by the game.’
  • Acceleration Axis Deadzone Inside – Setting description: ‘This sets the size of the inner deadzone for the throttle. The larger this deadzone, the more the throttle will need to be pressed before the car begins to accelerate.’
  • Acceleration Axis Deadzone Outside – Setting description: ‘This sets the size of the outer deadzone for the throttle. The larger this deadzone, the less the throttle will need to be pressed for the car to accelerate as fast as possible.
  • Deceleration Axis Deadzone Inside – Setting description: ‘This sets the size of the inner deadzone for brakes. The larger this deadzone, the more the brakes will need to be pressed before the car begins to slow.’
  • Deceleration Axis Deadzone Outside – Setting description: This sets the size of the outer deadzone for the brake. The larger this deadzone, the less the brake will need to be pressed for the car to brake as sharply as possible.

We hope this post has been useful in getting an overview of some of the features in Forza Horizon 6 that may improve the motor accessibility of the game for you. For more information on accessibility in Forza Horizon 6, please visit their Accessibility Support page, here: Forza Horizon 6 Accessibility Support. To see which Accessibility Tags the game has, please see the Forza Horizon 6 store page: Forza Horizon 6 Xboxย 


SpecialEffect’s Developer Resource:

SpecialEffect DevKit logo

For video examples of how developers have improved the motor accessibility of their specific games, please visit https://specialeffectdevkit.info/

Whether you are a developer working on a driving game or another genre, more examples of how you might offer different levels of challenge, like Forza Horizon 6‘s Drivatar Difficulty setting does, can be found in module 6.3, Game Difficulty on the SpecialEffect DevKit.

For instances of features in other games that have allowed players to adjust the timing required, like Forza Horizon 6‘s Game Speed option does, please see module 6.4, Timing Elements.

For other examples of assists like Forza Horizon 6‘s Assisted Steering setting, please see module 6.5, Analog Action Assists and for additional illustrations of settings like the Auto-Steering and Auto Drive options, please see module 7.4, Automatic Analog Actions.

Whilst many of the modules in the SpecialEffect DevKit might be applicable to your game, weโ€™ve compiled a selection of modules which may be considered particularly relevant for many games which contain driving. This selection can be found under our Driving Starting Point on the DevKit.

 

How SpecialEffect Access the PlayStation 5 Console | Video

Transcript…

Intro: 

At SpecialEffect we use a range of controllers to help people to access games on PlayStation 5 consoles.  

Some of theย controller set-ups we createย are based on aย DualSenseย controller, whilst others allow you to create a fully customised controllerย layout, with a range of differentย connectedย joysticks and buttons.ย ย 

Some controller set-ups are a combination of both of these. 

In this video we willย take a lookย at some of the equipment we have in our kitย to give an overview ofย some ofย the options availableย to access PlayStation 5ย consoles and games.ย 


In most instances,ย the controllers mentioned can be paired to use alongside another of the controllersย using the PlayStationโ€™s โ€˜Assist Controllerโ€™ feature.ย ย 

Standard DualSense Controller: 

The DualSense controller is the controller that comes with a PlayStation 5 console.  

If someone we are working withย is able toย use some parts of a standardย DualSenseย controller, we willย start by seeing if we canย useย the controller as a starting point.ย ย 

Sometimes we will mount the controller to help free up the use of someoneโ€™s hands, if holding the controller reduces how well they can access it 

We may also add some toppers to the thumbsticks to help players to access these.  

Sometimes we will remap the controller on the console itself to move controls to the buttons, triggers or joysticks that are most comfortable for someone. However, this can be better to do in-game if a title has remapping options. Doing this in-game means that onscreen prompts should be updated, so the game tells you the correct input to press to complete an action. 

We might also look at other menus in the games someone wants to play, to see if there are other options which could make the game more accessible for them. 

If someone is not able to access all the controls they need for a game, we might use the Assist Controller option in the PlayStation system settings. This allows you to pair a second controller to the primary controller, which may be able to be accessed with another part of the body. It is also an option for it to be used by a second player, to share controls to play cooperatively. 

You can also pair a DualSense controller to one or two Access controllers, which we will look at a bit more later on in this video.  

Low-Force Controller:ย 

If someoneย is able toย hold aย DualSenseย controller butย may not haveย the strength to use its inputs, we may use aย modifiedย low-forceย controller.ย ย 

This is a controller that has been taken apart and had modifications made to reduce the force required to press buttons or move the thumbsticks.  

Like a standard DualSense, we will often mount the controller to free up the hands to reach the inputs without needing to hold and support the controller.  

We may also pair it to a second DualSense controller or another compatible controller, either to spread the controls out for access, or for a second player to share controls and play cooperatively. It could also be paired to one or two Access controllers. 

Evil Controllersโ€™ One-Handed Controller: 

For players,ย looking to use a controller with aย single hand, we often tryย outย the one-handed Controllers from Evil Controllers with them. These are modifiedย DualSenseย controllersย that haveย additionalย inputs on one side of the controller, on the side that the player is using.

They can also have the thumbstick that would be out of reach housed externally, which allows this to be positioned to access with another part of the body, such as the chin. 

We will often mount the controller to remove the need for the player to support the controller, freeing up their hand to access the controls.  

As it is an official DualSense controller that has been modified, it can also be paired using the Assist Controller setting to utilise a second compatible controller alongside it, either yourself or by a second player to play alongside you. It can also be remapped at system level, or in-game if the game allows this. 

It could also be paired to one or two Access controllers. 

Controller modifications can be configured and personalised online when ordering. 

More information on these One-Handed controllers can be found in our video, linked below. 

Access controller: 

The Access controllerย is a wireless controller thatย includes one joystickย and up toย tenย customisable buttons, including the stick click button.ย 

ย It is also an interface, which enablesย accessibility switches and compatible joysticks to be connected into the fourย 3.5mm inputย ports on its side.ย ย 

You map the controller joystick and buttons via your PlayStation 5 console where you can also assign what inputs the switch or joystick connected to each port will carry out.  

You can pair it with a second Access controller or with a DualSense controller.  

You can also pair it with a second Access controller and aย DualSenseย controller simultaneously, to use all three controllers as part of a set-up.ย ย 

In some set-ups we create with people, we do utilise the joystick and buttons on the Access controller. For others, we just use the Access controller as an interface and use connected peripherals instead of the built-in buttons and joystick.  

We use a range of switches with the Access controller. These vary in their size and also the force required to activate them. 

We use aย range of joysticks with the Access controller. The joysticks we use which have a 3.5mm connection to fit theย Access controller areย usuallyย thumbstick-style standard force or low-force joysticks.ย ย 

ย Whilst these are similar in appearance to a standardย thumbstickย on a controller, weย can position them to be used where they are most comfortable such as with a finger, hand,ย chinย or foot.ย To use the larger joysticks in our kit, which tend to have a USB connection,ย weย wouldย need toย use aย HID-Remapperย v7ย fromย OneSwitch.ย 

Someย very low-force joysticks also have USB connections which would also need to be connected this way.ย ย 

If weย areย using USBย joysticksย we may also use an alternative controller interface instead of the Access controller, which we will look at in the next section.ย 

We have a video which introduces the Access controller in a bit more detail which we will link below. 

Catch 22 PS5 Interface: 

Whilst the release of theโ€ฏAccess controllerโ€ฏmeans that support for accessibility switch use is now available using a first-party controller, some players may be looking to add additional switches to their controller set-up.  

The Catch 22 from OneSwitch is a wired controller interface that allows you to connect compatible joysticks and accessibility switches to create a fully bespoke controller set-up.  

It has 18 3.5mm switch inputs, with ports available for many of the button and trigger inputs you would find on a PlayStation 5 DualSense controller.  

We can use the same digital switches that we use on the Access controller, with the Catch 22.  

The Catch 22 alsoย has four USB ports, allowing you to connect a joystick for Left Stick, Rightย Stickย and the D-padย directions.ย The joysticks with a USB connection that we use,ย tend to be the larger joysticks.ย Very low-force joysticks we use also tend to have USB connections.ย ย 

To use a joystick that has a 3.5mm connection, you could use anย HIDย Remapperย v8 adapterย to convert it to a USB input.ย ย 

The joysticks we use that have a 3.5mm connection, tend to be the standard-forceย thumbstickย style joysticks and theย low-forceย thumbstickย style joysticks.ย ย 

The Catch 22 also has a port labelled โ€˜Helpโ€™ that can be used to connect a standard compatible game controller. You could use this controller as part of your own set-up or a second player could use it to play alongside you. 

As with the other controllers we have looked at, you can also pair the Catch 22 to another controller using the Assist Controller feature. This could be a DualSense controller or one or two Access controllers, for instance. 

To work on the PlayStation 5, the catch 22 comes with an adapter.  

We have a video on the Catch 22 which covers the equipment we use with it in some more detail, linked below. 

Additional options: 

Alongside the controllers we have already looked at that form the core controller options we use for accessing PlayStation 5, we also have the following options in our kit: 

PlayStation 5 (4) Reassignable Jacks Controller: 

Another controller we have available in our kit, is the PlayStation 5 (4) Reassignable Jacks Controller from Evil Controllers. This has 4 switch ports, and these are remappable.  

You do this via a combination of button and switch presses on the controller itself, rather than through software. The controller is fully functional and can be used alongside the connected switches.  

The controller can be paired to use alongside another DualSense controller (or another compatible controller), or with one or two Access controllers to increase the number of switch ports available. 

We have more information about this controller in our article on it.

19-Switch DualSense Interface

Theย 19-Switchย DualSenseย Interfaceย fromย OneSwitchย is a modifiedย DualSenseย controller for another compatible controller, whichย has a switch interface connected to it.ย 

This allows you to use a large number of switches alongside the DualSense, if there are button or trigger inputs you cannot use on the controller itself.  

Theย interface can also be paired withย aย compatible controller, such asย aย secondย DualSenseย controller,ย or one or two Access Controllers.ย 

We have an article which has more information on this controller, which we will link to below. 

Adapters: 

Console adapters are another piece of equipment we keep in our kit. These allow us to use controllers from other platforms on PlayStation 5, when these are more accessible for someone. It is worth noting that these adapters are not always guaranteed to be supported following console updates.  

These may allow you to use compatible controllers from other consoles or controllers like the QuadStick. 

Currently we are using the Brook Wingman FGC2 and P5 converters to use alternative controllers on PlayStation 5. 

Sometimes we will want to use a technique we refer to as โ€˜profile shifting.โ€™ This allows an input on a controller to be used for multiple actions in-game. To do this we will use an adapter called a Titan Two. This will currently need to go into another adapter like the Brook to be used on PlayStation 5.  

More information on profile shifting can be found in our videos linked below. 

PS Remote Play: 

As an alternative to using an adapter, sometimes it is suitable toย use theย PS Remote Playย feature, which allows players to control their PlayStation 5ย remotely from a PCย or mobile device.ย Using Remote Play successfully requires a fast and stable internet connection to be used.ย 

Connected compatible controllers on your PC or mobile device, such as a DualShock 4 controller, can then be used to access the console. Touch screen controls are also available through the app on mobile devices.  

You will see the game playing on your device, but it will also continue to show on the screen connected to your PS5, too.  

We have some more information on using PS Remote Play on the GameAccess site, which we will link to, below. 

Game Accessibility Features: 

Alongside setting up equipment to improve access to games, we will take a look at the games someone wants to play to see if there are any settings or features that could also help alongside this. 

Some features will be built into the core gameplay by default, whilst others may need to be turned โ€˜onโ€™ through the gamesโ€™ menus. 

For instance, we may look for features that can reduce the number of controlsย requiredย to play. Examples of this would be theย One- and Two-Button modes in EAย FC, theย Assist Presets in Gran Turismoย 7, and the singleย stickย controlsย optionย in The Last ofย Us.

We also look at features which may make gameplay itself simpler.  

For instance,ย theย Game Speedย optionย inย Marvelโ€™s Spider-Manย 2, andย the extended Puzzle Timing setting in God of War Ragnarok.ย 

You can find information about accessibility features in PlayStation 5 games by using the โ€˜Gamesโ€™ category and choosing โ€˜PlayStationโ€™ under โ€˜Platform.โ€™ 

Youย can alsoย use theย accessibility feature tags on the PlayStationย store,ย to find out which features are in PlayStation games. More information on these tags can be found in our articleย on them.ย 

We hope that this video has been useful in getting an overview of some of the options available for accessing games on the PlayStation 5 console. For more information on the equipment mentioned in this video, please use the links to our other articles and videos below. 

<End>

At SpecialEffect we use a range of controllers to help people to access games on PlayStation 5 consoles.

Some of the controller set-ups we create are based on a DualSense controller, whilst others allow you to create a fully customised controller layout, with a range of different connected joysticks and buttons. Some controller set-ups are a combination of both of these.

In this video we will take a look at some of the equipment we have in our kit to give an overview of some of the options available to access PlayStation 5 consoles and games.

In most instances, the controllers mentioned can be paired to use alongside another of the controllers using the PlayStationโ€™s โ€˜Assist Controllerโ€™ feature.

Video Timestamps

0:00 | Introduction
0:38 | Standard DualSense Controller
2:03 | Low-Force Controller
2:45 | Evil Controllers’ One-Handed Controller
3:49 | Access Controller
5:44 | Catch-22 PS5 Interface
7:33 | Additional Options
ย ย ย ย ย ย ย ย ย ย ย ย ย 
7:44 PlayStation 5 (4) Reassignable Jacks Controller
ย ย ย ย ย ย ย ย ย ย ย ย ย 8:23 19-Switch DualSense Interface
ย ย ย ย ย ย ย ย ย ย ย ย ย 8:55 Adapters
ย ย ย ย ย ย ย ย ย ย ย ย ย 9:50 PS Remote Play
10:36 | Game Accessibility Features
11:52 | Outro

Links

More in-depth GameAccess articles and videos covering the equipment, software and games that are introduced in the video, can be found below (with timestamps when these are referenced). Additional GameAccess posts we have for other equipment, software and games shown are also included:


We hope the video has given an overview of some of the options we
 use for accessing Xbox Series consoles. For more information on equipment for Xbox Series consoles, please use the ‘Equipmentcategory and choose โ€˜Xboxโ€™ under โ€˜Platformโ€™ on the GameAccess site


Videography and editing by Tom Williams

Music:
4orsight – Chill
FASSounds – Keep me High
Liquify – Rewind
Skygaze – Pearls
Vladislav Kurnikov – A New Time

How SpecialEffect Access the Xbox Series S/X Consoles | Video

Transcript…

Hi, Iโ€™m Frankie, an occupational therapist at SpecialEffect. In this video, we are going to introduce you to some of the equipment we use at SpecialEffect to play on the Xbox Series S and Series X consoles.

We use a range of controllers in our work. Some of these are based on a โ€˜standardโ€™ Xbox Wireless controller, whilst others, like the Xbox Adaptive Controller, allow you to create a fully customised controller, with a range of different joysticks and buttons. Often, we will combine both of these to create a set-up.

This video will be an overview of the equipment we are using, but more detailed information can be found in the links below the video.

Standard Xbox Wireless Controller

If someone we are working with is able to partially use a standard Xbox Wireless Controller, we often start by seeing if we can utilise this in a set-up.

We may mount the controller to remove the need to hold or support it.

We may also add some toppers to the thumbsticks to help players access these.

Sometimes we may use a feature on the Xbox called Xbox Controller Assist to connect a second controller to use with another part of their body. Or, this may be used by a second player to play alongside them cooperatively.

To add additional inputs, we may pair an Xbox Adaptive Controller. We will look at the Xbox Adaptive Controller a bit later on in this video.

You can remap the inputs on a controller across the whole console. You can find more on this process in our video on remapping for consoles.

We will also look at the games people want to play and see if there are any in-game settings that may help. There may be control settings that allow you to remap controls, sensitivity settings for the analog inputs on the controller or settings that affect how long you will need to hold an input for. We will also look for gameplay settings that affect the game itself, such as utilising assists that aid the player and which may reduce the number of controls needed.

Low-Force Xbox Wireless Controller

If a player can reach controls on a standard controller still, but the force required to use the inputs is too much, we will try a low-force controller. This is an Xbox Wireless Controller that has been taken apart and modified to reduce the resistance of the buttons, triggers and thumbsticks.

As before, mounting a controller can remove the need to hold and support the controller, which can free up the hands to use the controls.

Again, we might use Controller Assist to add a second controller to the set-up, such as a standard Xbox Wireless controller or an Xbox Adaptive Controller.

Evil Controllersโ€™ One-Handed Controller

If a player is able to use one side of a controller, we will often use a One-Handed Controller from Evil Controllers. These move some of the inputs from one side of the controller to the other, by adding additional buttons and having the second thumbstick in a separate housing that can be positioned where it is accessible to the player, such as by their chin.

As before, mounting the controller can make it easier to access for some players, removing the need to support the weight of the controller.

We will sometimes use Xbox Controller Assist to pair this to a second controller.

Xbox Adaptive Controller

The Xbox Adaptive Controller, also known as the โ€˜XACโ€™, is a joystick and accessibility switch interface, that allows you to create a customised set-up.

By connecting and positioning joysticks and switches that are the right size and which require the appropriate amount of force to activate them, we can create a set-up that is customised to a specific individual.

You can also pair the controller to a standard Xbox Wireless Controller.

The number of inputs we use in a set-up, will be based on the games someone wants to play, and how many inputs they are able to comfortably access.

We have a wide range of joysticks in our kit that we use with the XAC. Some have a USB connection and others have a 3.5mm jack connection.

The joysticks we use, include a range of larger joysticks. These vary in the resistance required to move them, as well as the distance of travel. They also come in cases of different heights and sizes and have different joystick toppers available.

We also have a range of standard-force joysticks, that are similar to those found on a controller, but in their own separate housing so they can be positioned where they are most accessible for someone.

We also have a range of low-force and very low-force joysticks that we use, which require different amounts of force to use them from 5 grams to 20 grams. By comparison, a standard thumbstick would be around 60 to 70 grams.

Similarly with switches, we have those that are larger and require a certain amount of force to activate them and we have smaller ones, which require less force.

How we position and mount these joysticks and switches is a large part of creating a controller set-up. We use mounting trays and mounting arms to achieve this.

More information on how we use the Xbox Adaptive Controller and the peripherals we use with it can be found in our videos and posts, which can be filtered by using the โ€˜XACโ€™ tag on our GameAccess site.

Xbox Adaptive Joystick

The Xbox Adaptive Joystick, also known as an XAJ, is a controller that can be used via a USB port on the Xbox Adaptive Controller or connected directly into the Xbox Series consoles.

It is designed to be used alongside another controller, but it can be used by itself, providing the games you want to play do not require more controls than are on the controller.

It can be held in one hand or mounted.

More information on the XAJ can be found in our video on it.

Additional Equipment in Our Kit

In addition to our core equipment that we have looked at already, we also have some other equipment we keep in our kit, which includes the following:

8BitDo Lite SE Controller

The 8BitDo Lite SE is a low-force controller that can either be held or used flat.

It includes two large external buttons that can be positioned to use with different parts of the body.

Like a standard Xbox Wireless Controller, it can also be paired to a second controller, including an XAC.

Xbox Elite Wireless Controller Series 2

This Elite Series 2 has some additional features to a standard Xbox Wireless Controller.

These include some additional buttons on the back of the controller, which are activated using paddles.

It also has a lock option to reduce the amount you press in the triggers and adjustable thumbsticks which allow you to alter the tension of them.

Sometimes we will modify these controllers to make some of the inputs low force, like we do with the standard controllers.

Console Adapters

A Titan Two adapter allows us to use alternative controllers on an Xbox Series console. This is useful when someone has a preferred controller they can access from another console.

Other adapters may allow this too. Compatibility can change over time depending on console updates. More information on the Titan Two can be found using the โ€˜Titan Twoโ€™ tag on GameAccess.info.

By using something called โ€˜profile shiftingโ€™, devices like the Titan Two can also be used to enable players to potentially use fewer inputs to do more in-game actions. This could, for instance, allow you to use one button input for multiple actions. The same could be possible using different joystick directions for multiple inputs, too. More information on profile shifting can be found in our videos linked below.

We may also use the Titan Two to connect a PC into a set-up to use voice control. More information on this can be found within our videos on this on GameAccess.info, also linked below.

Other adapters we may use include the Brook Wingman XB adapter. This allows you to use a range of alternative controllers on your Xbox Series console. More information on compatibility can be found on their website.

ByoWave Proteus Controller

The ByoWave Proteus Controller allows you to combine modules and create a bespoke controller configuration. There are additional peripherals that can be used to mount the modules. There are also layouts shared by Proteus users on their website for inspiration.

QuadStick

The QuadStick can be used on Xbox Series consoles, to enable players to use mouth controls which includes joysticks and sip/puff inputs. Through the XAC you can use it to control one joystick and up to eight other inputs.

Alternatively, it can be connected directly to the console through a compatible console adapter to use more of the inputs on the QuadStick.

More information on using the QuadStick can be found on their website.

Games

As we mentioned earlier in the video, in-game options can be a part of creating an accessible set-up for a player alongside an accessible controller.

Examples of options that we might utilise to reduce the number of controls, include:

The One- and Two-Button Modes in EA FC, the Driving Assists in Forza Motorsport, and the Single Stick mode in Sea of Thieves.

Game settings that allow you to alter the level of individual challenge and simplify gameplay include:

Forza Horizonโ€™s Game Speed option, Celesteโ€™s Invincibility option and Jedi Survivorโ€™s Combat Difficulty options.

A game may also be more accessible to a particular player without needing to alter any optional settings. For instance, this may be due to the default speed of gameplay or number of controls needed.

We have articles and videos about the motor accessibility of Xbox games on GameAccess.info. You can use the โ€˜Gameโ€™ category and โ€˜Xboxโ€™ platform sub-category to find these.

You can use the accessibility tags Xbox use on the store. These give you information on the accessibility features games include. The tags can also be used to filter and find games with these features. More information on these tags can be found in our article on them linked below.

Thank you for watching this video. We hope it has given an overview of some of the options we use for accessing Xbox Series consoles. For more information on equipment for Xbox Series consoles, please use the โ€˜Equipmentโ€™ category and choose โ€˜Xboxโ€™ under โ€˜Platformโ€™ on the GameAccess site. We have also linked to the videos and articles mentioned in this video, below.

In this video, we are going to introduce you to some of the equipment we use at SpecialEffect to access the Xbox Series S and Series X consoles.

We use a range of controllers in our work. Some of these are based on a โ€˜standardโ€™ Xbox Wireless Controller, whilst others, like the Xbox Adaptive Controller (XAC), allow you to create a fully customised controller, with a range of different joysticks and buttons. Often, we will combine both of these to create a set-up.

This video will be an overview of the equipment we are using, but further information can be found in the links below.

Video Timestamps:

0:00 | Introduction
0:43ย | Standard Xbox Wireless Controller
2:06 | Low-Force Xbox Wireless Controller
2:44ย | Evil Controller’s One-Handed Controller
3:19ย | Xbox Adaptive Controller (XAC)
5:20ย | Xbox Adaptive Joystick (XAJ)
5:55ย | Additional Equipment in Our Kit
ย ย ย ย ย ย ย ย ย ย ย ย ย 6:06 8BitDo Lite SE Controller
ย ย ย ย ย ย ย ย ย ย ย ย ย 6:44ย Xbox Elite Wireless Controller Series 2
ย  ย  ย  ย  ย  ย  ย 6:59 Console Adapters
ย ย ย ย ย ย ย ย ย ย ย ย ย 8:24 ByoWave Proteus Controller
ย  ย  ย  ย  ย  ย  ย 8:43 QuadStick
9:15 | Games (Motor Accessibility Features)
11:00ย | Outro

Links:

Below are links to GameAccess articles and videos introduced in this video (with timestamps when these are referenced). Additional GameAccess posts we have for some of the other equipment, software and games shown are also included:


We hope the video has given an overview of some of the options we
 use for accessing Xbox Series consoles. For more information on equipment for Xbox Series consoles, please use the ‘Equipmentcategory and choose โ€˜Xboxโ€™ under โ€˜Platformโ€™ on the GameAccess site


Videography and editing by Tom Williams

Music:

Danny Shields – Now That We’re Here
Love’s High – Daffodils
Samurai Royal – Coffee Break
Skygaze – Kissing the Moonย 

How to Remap Controllers on Console | Video

Transcript…

How to Remap Controllers on Console

Being able to remap the controller buttons can be a useful tool for improving accessibility for players on console. In this video we will go through how to remap standard controllers at system level on the Xbox Series, PlayStation 5 and Nintendo Switch 2 consoles.

You can use the timestamps and chapter markers below to jump to the relevant console for you.

Xbox Series Console Remapping

Here weโ€™re showing you on the Xbox Series X console, but the remapping process is the same for both the Series X and Series S console. We will be remapping a standard controller. To remap an Xbox Adaptive Controller, please see our post on this linked in the description below.

There are a few ways you can access the screen that is used to configure your controller, but we will focus on one method to keep it simple.

On the Xbox home screen, navigate up and across to the โ€˜Settingsโ€™ gear icon. Select it and it will open up a menu.

Then go down to โ€˜Devices & connectionsโ€™ and select it.

Navigate across and select โ€˜Controllers & headsetsโ€™.

Below your controller, select โ€˜Configureโ€™.

Select โ€˜New Profileโ€™ on the left and create a profile name.

In this screen you can choose which button you wish to remap.

You can remap any of the digital buttons to another digital button, including the face buttons, the D-pad buttons, the bumpers and the stick click buttons. However, you cannot swap this with analog controls, like the triggers or the thumbstick directions.

Here I will demonstrate a popular remapping choice, remapping the face buttons, in this case the A, B, X and Y buttons to the D-pad and vice versa.

This can be useful for those who are playing using one side of the controller or using a modded standard controller, like an Evil one-handed controller.

On this screen, you can also swap the sticks over. Doing this, the one on the left will control actions that the Right Stick normally would and vice versa.

You can also swap triggers, so the trigger on the left will be used for the actions that the Right Trigger would usually perform by default. The Right Trigger will then perform those that the Left Trigger would normally perform.

To save the profile, exit the screen using the B button (by default).

Once you have created a profile, can edit it further by selecting it and then selecting the pencil icon.

If you would like to use the profile, navigate to the profile name on the left of the screen, and then up to where it says, โ€˜No Slotโ€™ and select โ€˜Slot 1โ€™.

Please note that the remapping options may differ depending on your controller. For example, the Elite Controller has more options including adjustment of the joystick dead zones and mapping of the additional buttons on the back of the controller.

To turn your button remapping off to use the default controller layout, navigate back to the custom button assignments menu and either select โ€˜Defaultโ€™ from the left or one of your other saved profiles below that.

Changing the controller mapping at system level this way will change how these inputs work in all instances that you use the controller. For instance, in the Xbox menus, in your gameโ€™s menus and in gameplay itself. However, the in-game onscreen prompts that help you to know which inputs to press, will not be updated. So, you would need to remember which input you swapped.

Alternatively, games may offer remapping options within the game itself, which should then be updated in the in-game prompts.

You can find information on which games may include this option by using the Accessible Games Initiative tags on the Xbox Store. These tags are listed in the information when viewing a particular game. You can find these by scrolling down to the โ€˜Game featuresโ€™ section of the gameโ€™s store page.

The โ€˜Basic Input Remappingโ€™ tag, is used by games that โ€˜Let you rearrange the button controlsโ€™ and the โ€˜Full Input Remappingโ€™ tag shows by games that โ€˜Let you choose which action in the game is assigned to which control.โ€™ As well as appearing in the game information in the store, you can also use these tags to filter games by one or more accessibility features. More information on how to do this can be found in our โ€˜Accessible Games Initiative Tags on Xboxโ€™ article.

PS5 Remapping

For the PlayStation 5, we will be remapping with the standard DualSense controller. Please see our video on the PlayStation Access controller to investigate its remapping options, which is linked below. The remapping option is the same whichever version of the PlayStation 5 console you have.

With the standard DualSense PlayStation 5 controller connected and the console already turned on, navigate to the settings cog icon. This is at the top of the home screen on the right.

Then navigate down to โ€˜Accessibilityโ€™ and select it.

Navigate down and select โ€˜Controllersโ€™.

Then select โ€˜Custom Button Assignments for DualSense Wireless Controllerโ€™.

Select the โ€˜Enable Custom Button Assignmentsโ€™ option and then select โ€˜Customise Button Assignmentsโ€™.

On this screen, you can remap a button or trigger by selecting the input icons on the controller diagram. By default, these will match the same inputs on the controller they link to. If you wish to change what each of the inputs do, select the default input icon and then choose what button or trigger input you would like it to carry out instead. You can swap any of the digital input buttons such as the face buttons, D-pad button, Stick Click buttons and Bumper buttons. You can also swap any of these with the Trigger inputs. You cannot remap any inputs to the thumbstick directions, but you can swap these over using the โ€˜Switch the Left and Right Sticksโ€™ option from the previous screen. Once youโ€™re happy with your remapped controller layout, select โ€˜Applyโ€™ and it will take effect, in the PlayStation menus and within your games. There is only one profile available, which will need to be edited between games if a different layout would suit a particular game.

The process differs for the DualSense Edge as you just need to go to โ€˜Settingsโ€™, open โ€˜Accessoriesโ€™, then select โ€˜DualSense Edge Wireless Controller and Custom Profilesโ€™.

To turn your button remapping off, navigate back to the โ€˜Custom Button Assignmentsโ€™ menu and turn off.

Using remapping like this at system level will not update the in-game prompts that let you know which inputs to press for different actions in your game. Therefore, you may wish to remap the inputs within your game, if they include this option. To do this with your existing games, you will need to look in the Options menus. Usually, the remapping will be located within a controls- related menu or submenu.

You can take a look in the PlayStation store to see if a game has a button remapping option as some developers will have tagged their games using the โ€˜PS5 Accessibility Feature Tagsโ€™. If it includes some remapping options it will have the โ€˜Controller Remappingโ€™ tag. Not all games have had the tags applied, so some games may include remapping, but some may not be tagged with it.

To find these tags in the store, select a game, then in the information panel on the right-hand side, you can see if that game offers any accessibility features. You can select the panel, then โ€˜Accessibility Featuresโ€™ to view a breakdown of that gameโ€™s tags. โ€˜Controller Remappingโ€™ will be listed under the โ€˜Controlsโ€™ section. If this has โ€˜(Advanced)โ€™ in brackets, it means that you can โ€˜fully customise the gameโ€™s controllersโ€™. If it has โ€˜(Basic)โ€™, it means โ€˜you can change the controls to an alternative preset layout, or some remapping support is providedโ€™. Some information on the tags can be found in our article on them.

Nintendo Switch 2 Remapping

For the Nintendo Switch 2, you can remap both the Joy-Cons and the Pro Controller.

To remap the buttons, on the home screen, navigate to โ€˜System Settingsโ€™.

Then go down to โ€˜Accessibilityโ€™.

Then go across and select โ€˜Change Button Mappingโ€™.

In this menu, select the paired controller you wish to change and select โ€˜Changeโ€™.

If you are using a Joy-Con and use it horizontally, you can choose to display it horizontally.

You can then select any of the buttons to remap and assign its new input. You can even disable a button in the menu. This could be useful if you want to avoid certain buttons being pressed accidently when holding the controller.

If you want to remap the control stick, select โ€˜Control Stick Settingsโ€™ on the right of the screen. Here you can change it to the other stick. You cannot remap each of the directions to another input, such as a button press.

However, you can change the thumbstick orientation if using it horizontally. This means the direction of the joystick will be changed for the whole system. This could be useful for navigating the system menus if you always use the Joy-Cons positioned in a horizontal position.

Select โ€˜Saveโ€™ to confirm and save your changes.

You can save this as one of up to five presets, enabling you to reset your controller to default and then load a saved preset as and when you want to use it, such as if sharing the controller with someone else, or if using different presets for different games.

The Switch 2 also has the option for quick remapping. To do so, hold the home button to open the quick menu.

Remapping at system level this way will mean that you will need to remember the controller layout you have remapped and in-game prompts will not be updated. Therefore, it may be worth taking a look in a gameโ€™s own menus. For instance, if onscreen it says to press the A button to jump, you may have remapped Down on the D-pad to be A instead, so will need to press this.

Therefore, it may be worth taking a look in a gameโ€™s own menus, to see if it includes remapping options. When you remap this way, in-game prompts should be updated to show you the input you have remapped to use, instead of the default control.

Outro

We hope that this video has been useful in helping to remap the inputs on your controller. For information on alternative controllers, please visit the โ€˜Equipmentโ€™ section on GameAccess.info. For information of in-game features that may make a game more accessible, please see our โ€˜Gamesโ€™ section.

For developers interested in how mapping options can be offered to let players use the inputs that are most accessible to them, please see the โ€˜Action Mappingโ€™ topic in the SpecialEffect DevKit.

These videos show examples of how games have offered this through options such as contextual mapping, input stacking and interchanging analog with digital inputs.


Remapping controller inputs can be a useful tool for improving accessibility on console. It can allow for players to prioritise the use of the inputs on the controller that are most accessible for them.

In this video, we will go through how to remap standard controllers at system level. We will show how to do this on the Xbox Series, PlayStation 5 and Nintendo Switch 2 consoles. We will also cover some of the benefits of remapping in-game instead and how to find games with this option.

You can use the chapter markers in the video or the timestamps below to jump to the relevant console for you. Below is also the written step-by-step process for remapping at system level on each console and the relevant sections of the video.

Timestamps

0:00 | Intro
0:20 | Xbox Series Console Remapping
             0:40 Xbox Series System Level Remapping
             2:38 Xbox Remapping Tips
4:07 | PlayStation 5 Console Remapping
             4:35 PlayStation 5 System Level Remapping
             6:06 PlayStation Remapping Tips
7:51 | Nintendo Switch 2 Remapping
             8:11 Nintendo Switch 2 System Level Remapping
             10:01 Nintendo Remapping Tip
10:15 | Further Information
10:30 | Game Developer Information

Xbox Series S/X System Level Controller Remapping

Transcript…

There are a few ways you can access the screen that is used to configure your controller, but we will focus on one method to keep it simple.

On the Xbox home screen, navigate up and across to the โ€˜Settingsโ€™ gear icon. Select it and it will open up a menu.

Then go down to โ€˜Devices & connectionsโ€™ and select it.

Navigate across and select โ€˜Controllers & headsetsโ€™.

Below your controller, select โ€˜Configureโ€™.

Select โ€˜New Profileโ€™ on the left and create a profile name.

In this screen you can choose which button you wish to remap.

You can remap any of the digital buttons to another digital button, including the face buttons, the D-pad buttons, the bumpers and the stick click buttons. However, you cannot swap this with analog controls, like the triggers or the thumbstick directions.

Here I will demonstrate a popular remapping choice, remapping the face buttons, in this case the A, B, X and Y buttons to the D-pad and vice versa.

This can be useful for those who are playing using one side of the controller or using a modded standard controller, like an Evil one-handed controller.

On this screen, you can also swap the sticks over. Doing this, the one on the left will control actions that the Right Stick normally would and vice versa.

You can also swap triggers, so the trigger on the left will be used for the actions that the Right Trigger would usually perform by default. The Right Trigger will then perform those that the Left Trigger would normally perform.

To save the profile, exit the screen using the B button (by default).

Once you have created a profile, can edit it further by selecting it and then selecting the pencil icon.

If you would like to use the profile, navigate to the profile name on the left of the screen, and then up to where it says, โ€˜No Slotโ€™ and select โ€˜Slot 1โ€™.

1. On your Xbox home screen, navigate up and across to the ‘Settings’ gear icon. Select it and it will open up a menu.
2. Then go down to ‘Devices & connections’ and select it.
3. Navigate across and select โ€˜Controllers & headsetsโ€™.
4. Below your controller, select โ€˜Configureโ€™.
5. Select โ€˜New Profileโ€™ on the left and create a profile name.
6. In this screen you can choose which buttons you wish to remap, swap sticks and/or swap triggers.
7. To save the profile, exit the screen using the B button (by default).
8. If you would like to use the profile, navigate to the profile name on the left of the screen, and then up to where it says, โ€˜No Slotโ€™ and select โ€˜Slot 1โ€™.


PlayStation 5 System Level Controller Remapping

Transcript…

With the standard DualSense PlayStation 5 controller connected and the console already turned on, navigate to the settings cog icon. This is at the top of the home screen on the right.

Then navigate down to โ€˜Accessibilityโ€™ and select it.

Navigate down and select โ€˜Controllersโ€™.

Then select โ€˜Custom Button Assignments for DualSense Wireless Controllerโ€™.

Select the โ€˜Enable Custom Button Assignmentsโ€™ option and then select โ€˜Customise Button Assignmentsโ€™.

On this screen, you can remap a button or trigger by selecting the input icons on the controller diagram. By default, these will match the same inputs on the controller they link to. If you wish to change what each of the inputs do, select the default input icon and then choose what button or trigger input you would like it to carry out instead. You can swap any of the digital input buttons such as the face buttons, D-pad button, Stick Click buttons and Bumper buttons. You can also swap any of these with the Trigger inputs. You cannot remap any inputs to the thumbstick directions, but you can swap these over using the โ€˜Switch the Left and Right Sticksโ€™ option from the previous screen. Once youโ€™re happy with your remapped controller layout, select โ€˜Applyโ€™ and it will take effect, in the PlayStation menus and within your games. There is only one profile available, which will need to be edited between games if a different layout would suit a particular game.

1. With the standard DualSense PlayStation 5 controller connected and the console already turned on, navigate to the ‘Settings’ cog icon. This is at the top of the home screen on the right.
2. Then navigate down to โ€˜Accessibilityโ€™ and select it.
3. Navigate down and select โ€˜Controllersโ€™.
4. Then select โ€˜Custom Button Assignments for DualSense Wireless Controllerโ€™.
5. Select the โ€˜Enable Custom Button Assignmentsโ€™ option and then select โ€˜Customise Button Assignmentsโ€™.
6. On this screen, you can remap a button or trigger by selecting the input icons on the controller diagram. You cannot remap any inputs to the thumbstick directions, but you can swap these over using the โ€˜Switch the Left and Right Sticksโ€™ option from the previous screen.
7. Once you are happy with your remapped controller layout, select Apply and it will take effect, in the PlayStation menus and within your games. There is only one profile available, which will need to be edited between games if a different layout would suit a particular game.


Nintendo Switch 2 System Level Controller Remapping

Transcript…

To remap the buttons on the home screen, navigate to โ€˜System Settingsโ€™.

Then go down to โ€˜Accessibilityโ€™.

Then go across and select โ€˜Change Button Mappingโ€™.

In this menu, select the paired controller you wish to change and select โ€˜Changeโ€™.

If you are using a Joy-Con and use it horizontally, you can choose to display it horizontally.

You can then select any of the buttons to remap and assign its new input. You can even disable a button in the menu. This could be useful if you want to avoid certain buttons being pressed accidently when holding the controller.

If you want to remap the control stick, select โ€˜Control Stick Settingsโ€™ on the right of the screen. Here you can change it to be the other stick. You cannot remap each of the directions to another input, such as a button press.

However, you can change the thumbstick orientation if using it horizontally. This means the direction of the joystick will be changed for the whole system. This could be useful for navigating the system menus if you always use the Joy-Cons positioned in a horizontal position.

Select โ€˜Saveโ€™ to confirm and save your change.

You can save this as one of up to five presets, enabling you to reset your controller to default and then load a saved preset as and when you want to use it, such as if sharing the controller with someone else, or if using different presets for different games.

The Switch 2 also has the option for quick remapping. To do so, hold the home button to open the quick menu.

1. To remap the buttons, on the home screen, navigate to ‘System Settings’.
2. Then go down to โ€˜Accessibilityโ€™.
3. Then go across and select โ€˜Change Button Mappingโ€™.
4. In this menu, select the paired controller you wish to change and select โ€˜Changeโ€™.
5. If you are using a Joy-Con and use it horizontally, you can choose to display it horizontally.
6. You can then select any of the buttons to remap and assign its new input.ย 
7. If you want to swap the control stick, select โ€˜Control Stick Settingsโ€™ on the right of the screen.ย 
8. Select โ€˜Saveโ€™ to confirm and save your change. You can save this as one of up to five presets, enabling you to reset your controller to default and then load a saved preset as and when you want to use it, such as if sharing the controllers with someone else, or if using different presets for different games.


Further Information

We hope that this video has been useful in helping you to remap the inputs on your controller at system level.

Remapping at system level this way will mean that you will need to remember the controller layout you have remapped and in-game prompts will not be updated. Therefore, it may be worth taking a look in a gameโ€™s own menus, to see if it includes remapping options. When you remap this way, in-game prompts should be updated to show you the input you have remapped to use. Information on in-game remapping can be found in our videos and written posts on games. Please use our ‘accessibility feature‘ tag to filter posts to find games that may include this feature.

As mentioned in the video, we have a post on using the ‘Accessible Games Initiative Tags’ on Xbox to help find games with in-game remapping, as well as other accessibility features (here). For PlayStation 5, we also have a post on PS5 Accessibility Feature Tags (here).

For information on alternative controllers, please visit the โ€˜equipmentโ€™ section on GameAccess.info. For information of in-game features that may make a game more accessible, please see our โ€˜Gamesโ€™ section


SpecialEffect’s Developer Resource:

SpecialEffect DevKit logo

For video examples of how developers have improved the motor accessibility of their specific games, please visit https://specialeffectdevkit.info/

For developers interested in how mapping options can be offered to let players use the inputs that are most accessible to them, please see the Action Mapping topic in the SpecialEffect DevKit.

These videos show examples of how games have offered this through options such as contextual mapping, input stacking and interchanging analog with digital inputs.


Filming and editing by Tom Williams

Music credits:
Mansij – Pink Sky
Skygaze – Post Bloom
Vladislav Kurnikov – Breath of Autumn
Wav Two – Ocean Hued – Instrumental

Switch to Joystick Box

Close up of the Switch to Joystick box with an AbleNet Specs switch in the background. The box is approximately 8 x 8cm with 4 3.5mm switch ports on top and a USB cable coming out of it.

The Switch to Joystick Box allows you to use accessibility switches for up, down, left and right joystick directions. This allows you to use switch presses instead of joystick movement to steer in a driving game, for instance. Or, by using a switch or switches for character movement, you could use one joystick instead of two to control your character in a first- or third-person game.

The Switch to Joystick Box connects into a USB port on either an Xbox Adaptive Controller or a Hori Flex. Plugging the box into the left USB input will mean a switch plugged into each 3.5mm switch port can control either up, down, left or right on the Left Stick. Plugging the box into the right USB input will control these directions on the Right Stick. It can also be used on PC. You then plug in a 3.5mm switch into the joystick directions you would like to use.

Close up photo of the USB from the Switch to Joystick Box being plugged into the left USB port on a Hori Flecx.

Use Examples

Below are a few examples of how we might use the Switch to Joystick Box at SpecialEffect:

  • As a ‘walk-forward button’ – You may use a single switch plugged into the up direction on the Left Stick, in place of the Left Stick to play a first-person shooter. You can use the Right Stick to move the camera to look and aim and use the switch to move forward in the direction you are looking. You could also add switches for left and right movement and one for backwards movement, too, even if using these less often.

  • For steering in a driving game – If switch access is more accessible or comfortable than using a joystick, you might use switches instead. For steering, you could plug them into the Switch to Joystick Box for left and right directions on the Left Stick input. For accurate steering, this might need ‘feathered’ use of them, with quick-repeat taps rather than holds.

  • You could combine two Switch to Joystick Boxes in suitable games. On one, you could use the up direction on the Left Stick to walk forward. On the second, you could use switches for left and right on the Right Stick to turn left and right. For games that offer a ‘legacy’ stick control option, you might be able to do this with a single Switch to Joystick Box.

A photo of the Hori Flex with a ZikZak joystick connected to the right USB port and a Switch to Joystick Box connected to the left USB port which has an AbleNet Specs switch connected into the Up 3.5mm switch port.

More Information

For more information on the Switch to Joystick Box, please visit theย OneSwitch website.

For more information on the switches we use at SpecialEffect, please use the ‘Switches‘ sub-category. For information on how we mount them, please see our video: ‘How to Position and Mount Switches and Controllers‘.

For additional or alternative controller hardware, please see our โ€˜equipment‘ category. For information on in-game features that may help make them more accessible, please use our โ€˜accessibility feature‘ tag.


Image Credit: Screenshots taken from video footage by Tom Williams

Keeper | Controls

Screenshot showing a lighthouse with its beam shining on rocks covering an opening. the onscreen control prompts show Right Stick for Aim and RT to Focus Light.

In Double Fine’s adventure puzzle game, Keeper [PEGI 7], you control a lighthouse, newly awakened and able to explore. Working with your seabird companion, Twig, you complete puzzles to continue forward on, ‘an odyssey of mystifying metamorphosis’. 

Keeper‘s inventive and unconventional control mechanic has created a proportionally simplified control scheme, compared to many third-person games, in terms of the number of inputs required and how these are used.

In this article we will introduce the controls and give an overview of what is required by gameplay, whilst trying to avoid any spoilers. We will primarily reference game controller inputs, but will list the keyboard and mouse controls which are supported on PC, further down. Keeper is available on Xbox Series S/X consoles and Windows PC. 


Gameplay & Controls Introduction

Screenshot showing a lighthouse with four legs walking on a path through a wooden area. There is a bird sat on top of it.

In Keeper, the camera is automatically (and cinematically) controlled. This leaves you to focus on movement and aiming your lamp, rather than continuously controlling a camera as you normally might.ย 

As the lighthouse learns to move, so do you. You find yourself in potentially unfamiliar territory, controlling your unsteady movement towards the camera rather than have it track behind you. Movement can soon start to feel more instinctive in-line with the lighthouse’s own familiarity with its newfound autonomy.ย 

Screenshot showing a lighthouse with four legs and a bird on its top. It has its back to a siding along a narrow path with its back to a mountainside.

Thanks to this controls mechanic, the Right Stick is only used when needed, rather than continuously required. The Left and Right Stick inputs are often able to be used separately. You are often able to switch from one stick to the other, if preferred, rather than using them simultaneously. Other inputs can also often be used in isolation rather than in combination, too.ย 

The pace of the gameplay is exploratory to begin with. As you progress, it can take some unexpected turns and there are some sections that require more accurate timing of inputs. These include some platforming and also some sections with faster movement.ย 

Screenshot showing a lighthouse with four legs and a bird on its top and covered in a pink cloud-like substance. It has legs and is floating above a geezer with pink smoke coming out of it and moving towards a rocky platform.

In the platforming sections, there are some instances where you need to Jump and Glide. To make it to some of the platforms, this does require the Left Stick and the A button to be used simultaneously.

Later on, to move at certain required speeds, a hold of A (Boost) alongside use of the Left Stick is also required. This combination is also used to break through obstacles in your path.

There is no speech or written text in the game world. This means that puzzles are worked out through exploration and what you find in front of you, rather than tying information together and following leads.ย 

Whilst you are often free to explore areas of the island at your own pace, for some of the game you are on paths. These have (invisible) guardrails, meaning there is no falling from ledges. There is no ‘failing’ in the gameplay, so you won’t lose health, a life or progress at any stage.ย 

By default, on-screen prompts frequently remind you of the inputs when required.ย  Examples of some of the required controls are shown in the gallery and video below:


Joystick Controls

Screenshot showing a lighthouse with a bird on its top. It is looking out from a vantage point across an open space with rock formations jutting out. Flying jellyfish-like creatures are in the sky.

Left Stick (W,A,S,D) – As you move (using the Left Stick), the camera view will cut between different angles and shots. Sometimes it may be at a fixed point looking down on you as you explore an area. At other times, it will be panning alongside you as you walk. This means that all movement is related to the current camera angle and the direction you move your joystick in relation to this. Movement is assisted to ensure you continue travelling in the intended direction when the camera changes, but this feels natural.

The Left Stick is also used when controlling Twig on a mechanism. This movement is often a ‘Wind’ motion to interact or pull in a direction for a short period to ‘Tug’ at an object. As you progress, the use of the Left Stick requires more accuracy and is often combined with the character action input (A button/space key by default). If using a keyboard and mouse on PC, by default, a winding interaction is done by pressing W to D to S to A etc on the keyboard.

Right Stick (Mouse) – Light plays a large part in the game. One way you have direct control of this is by shining your own lamp. To angle and direct its light, you use the Right Stick. This does also pan the camera slightly.ย  After aiming your lamp, when you start moving it will recentre to be straight ahead in the direction you are facing. This ‘aiming’ is somewhat assisted and locks onto a target when you are aiming nearby when you press/hold RT. You will also use the Right Stick when controlling some of the other light sources you come across.ย 

You can aim your light as you move, but you are usually able to use the Right Stick independently of using the Left Stick. So, you can often move from one stick to the other as you need them, rather than using them simultaneously. For example, you can move to a location in-game using the Left Stick. Then, you can release the Left Stick to aim the lamp using the Right Stick, before returning to the Left Stick to move again. On one occasion later in the game, both sticks need to be used simultaneously to lift an object. However, this incident is isolated and brief.


Button/Trigger Controls

Screenshot showing the controller layout.

Below is a brief description of how the button and trigger inputs are used. These are the default inputs, however, as there are extensive in-game custom binding options:

RT (Left Shift) – The Right Trigger is held to ‘Focus Light’ when you want to use your lantern. This is combined with the Right Stick to angle the beam of the lamp. However, you can usually move the lamp, then focus it, rather than needing to use these inputs simultaneously. It may be that some interactions are quicker if you are able to focus the lamp to hold back an encroaching obstacle, for example, whilst winding with the Left Stick. However, you should still be able to go back and forth between the inputs to complete the interactions, albeit a little more slowly.

A (Space) – Character actions are done using the A button, which is used to ‘Dash’ or ‘Boost’. Often this enables you to break through a barrier. A press (or a few presses) rather than a hold is usually required to break through. As the game progresses, you need to combine this with a direction on the Left Stick. Further into the game, the use of Boost and the Left Stick simultaneously is needed to get enough speed for some interactions.

X (Left Click) – The X button is for Bird Actions. It is used to send Twig to a mechanism, destination or object and sometimes to interact with them, such as to Shake or Peck. These actions are often prompted on-screen. It is also used to emote with Twig and call out.

B (X) – The B button is used to return Twig to the lighthouse, such as when their interaction with a mechanism is finished.

RB (R) – RB can be used to Centre Lamp, but it is not essential. As you move, your lamp will recentre automatically.

D-pad (Left and Right Arrow) – In a few instances, you use the D-pad to interact and move Twig from one mechanism to another within a puzzle.


Additional Information

Screenshot showing the 'Change binding' screen in the menu. there are a list of the in-game actions on the left and a list of the controller inputs and keyboard and mouse inputs on the right.

The majority of the control bindings for gameplay can be changed in the controls menu, if using a game controller. These include all the controls mentioned above, excluding the interactions using the D-pad. The options to rebind do include each individual direction on the Left and Right Stick. These can be swapped with buttons or triggers on the controller.

If using Mouse and Keyboard on PC, the same inputs can be rebound, including the option to map other keys or mouse button inputs to Aim. However, the mouse input cannot be rebound for any other action from Aim. The Left and Right arrows used for some puzzles cannot be rebound to other inputs either.

Screenshot showing the Controls Options menu screen. It has a range of settings related to inverting aim and sensitivity.

Other options include settings to invert the horizontal and/or vertical axes for aiming lamps. You can also adjust how much the camera follows aiming of the lamp. It pans slightly as you aim when on the highest setting and will not pan at all on the lowest. You can also adjust the aim sensitivity when using a game controller and the game controller’s vibration sensitivity. On PC, you can also adjust aim sensitivity for mouse and keyboard.

A game controller and mouse and/or keyboard can be used in combination, simultaneously, as you play. On PC, the on-screen input prompts will change to the last input device used. On Xbox, if you start the game up with mouse and keyboard, a prompt says a controller is needed to play. Once a controller is connected, mouse and keyboard do seem to work in-game on Xbox but this is not officially supported and there are no on-screen input prompts for these. There are no remapping options for mouse and keyboard in the menus on Xbox.

For more information on game accessibility and controls, please use the ‘Games‘ category. For information on controllers, please use the ‘Equipment‘ category.

For more information on the game itself, please visit Double Fine’s website: https://www.doublefine.com/games/keeper Additional information on accessibility in Keeper, can also be found on their site: https://www.doublefine.com/games/support/keeper/accessibility?platform=all


SpecialEffect’s Developer Resource:

SpecialEffect DevKit logo

For video examples of how developers have improved the motor accessibility of their specific games, please visit https://specialeffectdevkit.info/

Screenshot of the SpecialEffect DevKit website's module 2.5 on Interchanging Analog with Digital.

For more examples of how developers have allowed players to customise their controller mapping, like Keeper does, please see module 2.5, Interchanging Analog with Digital, within the Action Mapping topic.

To see other examples of how developers have enabled Automatic Analog Actions like Keeper’s automatic camera movement, and its auto-recentre feature for the lamp both do, please see module 7.4, Automatic Analog Actions within the Simplification topic.

Walk Box (SAC)

Close up of a Walk Box between an Access controller and a Buddy Button.
Close up of a Walk Box between an Access controller and a Buddy Button.

The Walk Box (SAC) allows you to replace a second joystick with an accessibility switch when using the Access controller on PlayStation 5.

The box sits between your accessibility switch and your Access controller allowing you to use a switch press for the ‘Up’ direction on a joystick. Usually, for a game that requires two joysticks to play, you would use one stick for movement and one to move the camera, to look or aim.

Close up photo of a 3.5mm cable plugged into thew E1 slot on the Access controller.

To set it up, you connect the Walk Box and connected switch into a port on the Access controller. On the PlayStation 5 console, you would then map this port to Left Stick, for instance. You can then still use one joystick as Right Stick to look around and aim. But, instead of a second joystick, your character will move forward in the direction you are facing when you press a switch. At SpecialEffect we call this a ‘walk-forward button’.

Image showing an Access controller with a sSpecs Switch connected to an Access Controller via a Walk Box.

An optional speed dial upgrade (photo below) can be added when ordering. This lets you walk at slower speeds. Without the upgrade, you may need to crouch when walking if you want to slow your character down in-game.

Walk Box with the speed dial upgrade connected to an Access controller and a Buddy Button.

Tips

  • A walk-forward button may not be suitable for all games. First-person titles are compatible when movement is on foot and when left, right or backward movement are not essential to gameplay. This may also be dependent on how you play them tactically. For instance, you may prefer not to use aircraft in an online multiplayer that require all directions on both sticks to fly them, whilst for another player, this is an essential part of the game.

  • A walk-forward button may also be compatible with certain third-person titles in the same way as first-person titles. In third-person games, left, right and downwards movement may be needed in certain contexts, such as climbing, for instance.

  • Some players may primarily use a walk-forward button, but have access to a second stick for occasions where this is needed. For instance, for climbing backwards down a ladder or for controlling a vehicle you have entered.

  • If using a single joystick with a walk-forward button, you may benefit from using your joystick as the Left Stick instead of Right Stick. Using it as Left Stick allows you to navigate up, down, left and right in menus, for instance. This will mean that you will need to swap sticks in your game, so the left joystick is used for looking and aiming, instead of for movement. This layout is often referred to as ‘southpaw’ or ‘lefty’. You would then set up your walk box to be up on the Right Stick, by mapping the port you are connected to on your Access controller to be Right Stick.

  • Alternatives to using a walk-forward button may include using in-game settings, such as single-stick modes. Alternatively, additional hardware could be used to create a ‘swap stick’ button. Another option may be finding an alternative second accessible joystick, perhaps used with another part of the body.

Further Information

For more information on the Walk Box, please visit the OneSwitch website. For additional or alternative controller hardware, please see our ‘equipment‘ category. For information on in-game features that may help make them more accessible, please use our ‘accessibility feature‘ tag.

*Update Feb 16th 2026 – We have added a video to gameaccess.info featuring the Walk Box (SAC) and ‘How to Set-Up a Walk Forward Button‘. The video also shows other equipment we use to create a walk forward button on PlayStation 5 and other consoles.


Image Credit: The two middle images are screenshots taken from video footage by Tom Williams for SpecialEffect.

Xbox Controller Assist on Windows PC

Xbox Controller Assist is a feature that allows players to use two controllers to control one in-game player. You can do this either to share controls with a second player, or to use two controllers yourself to create a customised accessible controller set-up. The feature originally launched with the name ‘Copilot’ before changing to ‘Xbox Controller Assist.’

The feature is available on Windows 10/11 PCs and Xbox Series S/X and Xbox One consoles. In this article, we will be looking at how to use the feature on a compatible Windows PC. For information on using the feature on an Xbox console, please see our article on this, here: Xbox Controller Assist on Xbox Consoles.ย 

A screenshot of the Xbox Accessories App with an Xbox Adaptive Joystick in the centre of the screen with an Xbox Wireless Controller and an Xbox Adaptive Controller half showing on either edge of the screen.

Compatible controllers include ‘standard’ Xbox Wireless Controllers, Xbox Elite Controllers, the Xbox Adaptive Joystick (XAJ) and the Xbox Adaptive Controller (XAC). Other controllers that are officially licensed by Xbox, such as the 8BitDo Lite SE Wireless Controller for Xbox, may be supported with this feature, too. Once Controller Assist is set up, games on your PC that support game controllers should recognise your two controllers as one player in-game.

To set up Controller Assist, you will need to follow the steps below:


Step 1 – Download the Xbox Accessories App

If you do not have the app, you can download it from the Microsoft Store:

Screenshot showing the Xbox Accessories App's store listing on the Microsoft Store.


Step 2 – Open the Xbox Accessories App

To open the app, you can type ‘Xbox Accessories’ into the search bar on your Windows 10/11 PC and select the app when it appears in the list:

Screenshot showing the Xbox Accessories App icon within Windows 11's search.


Step 3 – Connect Your Two Controllers

If you have not yet connected your controllers, connect them to your PC. You can connect them via Bluetooth if they are wireless. Xbox states, ‘Note If your controllers are connected to your PC via Bluetooth, you need to plug one into your PC with a USB-C or micro-USB cable to configure this setting using the Xbox Accessories app.’ We have found that we need to connect both controllers via USB initially to set up Controller Assist. After setting it up, you can then use the controllers wirelessly via Bluetooth:

Screenshot of the Xbox Accessories App open with Don't see your device? written onscreen.


Step 4 – Open ‘More Options’

Once your controllers appear within the app, navigate to the image of the controller that you want to use as your primary controller. Then, select the on-screen button with the three dots that is below the image of the controller to open ‘more options’. In this example, our primary controller is an Xbox Adaptive Controller (XAC):

Screenshot of the Xbox Accessories App with an Xbox Adaptive Controller and the More Options onscreen button highlighted.


Step 5 – Turn On Controller Assist

Navigate down the options on the left of the screen and select the button that says, ‘Turn on Controller assist’. You will need to have the controller connected with a USB cable to be able to see and select this button:

Screenshot of the Xbox Accessories App's More Options screen for an Xbox Adaptive Controller and the Turn on Controller assist onscreen button highlighted.

If you have three or more controllers connected to your PC, you will need to choose which controller will be the assist controller. If the controller has vibration functionality, it will vibrate briefly when highlighted in the list to help distinguish it:

Screenshot of the Xbox Accessories App, with two Standard Xbox Controllers listed as assisting controllers to choose from.


Turning Off Controller Assist

Once you have set up two controllers with Controller Assist, they should remain paired until you turn off Controller Assist. If you need to turn off the Controller Assist feature, navigate back to your primary controller within the Xbox Accessories app and go to ‘more options’ (the on-screen button with the three dots) and select, ‘Turn off Controller assist’ (you will need to connect your controllers via USB to do this):

Screenshot of the Xbox Accessories App's More Options screen for an Xbox Adaptive Controller and the Turn off Controller assist onscreen button highlighted.


We hope that this article has been useful in using the Xbox Controller Assist feature on Windows PC. For up-to-date information on the feature and for further support, please see the page on the Xbox support website: https://support.xbox.com/en-GB/help/account-profile/accessibility/copilot.

For information on using the feature on an Xbox console, please see our GameAccess article, here: Xbox Controller Assist on Xbox Consoles.ย 

For more information on gamepads, please use our ‘Gamepads‘ sub-category under โ€˜Equipmentโ€™. For more information on the Xbox Adaptive Controller, please use our ‘XAC‘ tag. Finally, for more ideas on how to play cooperatively, please see our ‘How to play cooperatively on console‘ video.

Xbox Controller Assist on Xbox Consoles

Screenshot of the Select your assisting controller screen, showing an Xbox Adaptive Controller and an Xbox Wireless Controller.

Xbox Controller Assist allows you to combine the inputs from two controllers, so that two people can play as one player in-game. Alternatively, one person can use this feature to divide the controls between two controllers to play in a more comfortable or accessible way. The feature was first launched in 2017 and originally called ‘Copilot’.

You can pair two licensed Xbox controllers, such as two ‘standard’ Xbox Wireless Controllers or one standard Xbox Wireless Controller and an Xbox Adaptive Controller (XAC). You could also pair two XACs.ย 

The feature is available on Xbox Series S/X and Xbox One consoles and Windows 10/11 PCs. In this article, we will be looking at how to use the feature on an Xbox console.

To turn on Controller Assist on your Xbox console, there are a few ways you can do this. We will cover two methods. Method 1 is done via the Guide menu and Method 2 is done directly by opening the Xbox Accessories App.


Method 1 – Via the Guide Menu

The video above shows how to access the Xbox Controller Assist feature via the guide menu, with the step-by-step process also illustrated below.

1. Open the Guide menu by pressing the Xbox button on your primary controller and it will open as a side bar:

Screenshot of Xbox Guide menu open over the home screen.

2. Navigate to the right to the Profile & system menu, then down to Settings:

Screenshot of Settings highlighted in the Xbox Guide menu.

3. Once the Settings menu opens, navigate down to Accessibility, then across to Controller:

Screenshot of Controller highlighted in the Xbox Accessibility menu.

4. Then open Controller assist settings. Whichever controller you enter this menu with will be your primary controller:

Screenshot of Controller Assist settings  highlighted Controller menu.

5. Navigate down the options and select Turn on Controller assist. In the example below, we are using an XAC as the primary controller and pairing a Wireless Xbox Controller to it as the assisting controller:ย 

Screenshot of Turn on Controller assist highlighted in the controller screen for an Xbox Adaptive Controller within the Xbox Accessories App.

6. If you have two controllers connected to your Xbox at this time, it will automatically make the second controller the assisting controller:

Screenshot of a message alerting that an assisting controller having been connected in the controller screen within the Xbox Accessories App.

If you have three or more controllers connected, it will ask you which of them you would like to be your assisting controller. If these are standard Xbox Wireless Controllers, for example, they will look identical on-screen, so it will make each vibrate so you can distinguish them to choose one:

Screenshot of the Select your assisting controller screen, showing two Xbox Wireless Controllers.

Below we will go through turning on the same Controller Assist feature, but accessing it through a different method.

Method 2 – Via the Xbox Accessories App

The video above shows how to access the Xbox Controller Assist feature via the Xbox Accessories App, with the step-by-step process also illustrated below.

1. You can open the Xbox Accessories App to access the Controller Assist feature. You can navigate directly to the app, either on your home screen (if it appears there),

Screenshot of the Xbox Accessories App highlighted within the Xbox's home screen.

or via the My games & apps menu accessed from the top of your Xbox home screen:

Screenshot of the My games & apps icon highlighted within the Xbox's home screen.

and then navigating down to Apps to find the Xbox Accessories App within this screen:

Screenshot of the Xbox Accessories App highlighted within the Apps screen.

2. Once selected, the app will open (opening/loading screen shown below):

Screenshot of the loading screen of the Xbox Accessories App.

3. Navigate to the three dots below your primary controller. In the example below, we are using an XAC as the primary controller and pairing a Wireless Xbox Controller to it as the assisting controller:

Screenshot of the Xbox Adaptive Controller in the Xbox Accessories App with an onscreen button with three dots highlighted.

4. Navigate down the options and select Turn on Controller assist:ย 

Screenshot of the Xbox Adaptive Controller options in the Xbox Accessories App with Turn on Controller assist highlighted.

5. If you have two controllers connected to your Xbox at this time, it will automatically make the second controller the assisting controller.

Screenshot of a message alerting that an assisting controller having been connected in the controller screen within the Xbox Accessories App.

If you have three or more controllers connected, it will ask you which of them you would like to be your assisting controller. If these are standard Xbox Wireless Controllers, for example, they will look identical on-screen, so it will make each vibrate briefly so you can distinguish them to choose one:


Turning Off Controller Assist

To turn off Controller Assist, navigate to your primary controller within the Xbox Accessories App or via the console’s Settings menu and select Turn off Controller assist:

Screenshot of the Xbox Adaptive Controller options in the Xbox Accessories App with Turn off Controller assist highlighted.


We hope that this guide has been useful for turning on the Xbox Controller Assist feature on your Xbox console. The latest information from Xbox on this feature can be found here: https://support.xbox.com/en-GB/help/account-profile/accessibility/copilot.

For more information on gamepads for Xbox consoles, please use our ‘gamepads‘ sub-category under ‘equipment’. For more information on the Xbox Adaptive Controller, please use our ‘XAC‘ tag. Finally, for more ideas on how to play cooperatively, please see our ‘How to play cooperatively on console‘ video.