Game preset
Dota 2: controller layout for Mac
Dota 2 does not need a controller-aware version of itself to be played from a controller on a Mac. InputConfig sends real keyboard and mouse events, so the game sees a keyboard and a mouse, and you hold the controller. This is the layout the app's Smart Preset Maker builds for it: MOBA: point-to-move, QWER abilities, items.
Get the preset in two clicks
- Open InputConfig and click Smart Preset Maker on the welcome screen.
- Search for Dota 2 and pick it. The layout below is created as a preset in your sidebar, named and ready.
- Press Activate. Every row can be changed afterwards: the editor's Scan button rebinds any control the moment you touch it.
The preset can open Steam.app for you when it activates.
The full button map
| Controller | Sends | What it does |
|---|---|---|
| Left stick left | Mouse motion left (speed 16) | Cursor left |
| Left stick right | Mouse motion right (speed 16) | Cursor right |
| Left stick up | Mouse motion up (speed 16) | Cursor up |
| Left stick down | Mouse motion down (speed 16) | Cursor down |
| Right trigger | Right click | Move / attack (right click) |
| Left trigger | Left click | Select (left click) |
| A / Cross | Q | Ability Q |
| B / Circle | W | Ability W |
| X / Square | E | Ability E |
| Y / Triangle | R | Ultimate R |
| LB / L1 | D | Ability D |
| RB / R1 | F | Ability F |
| D-pad up | Z | Item 1 (Z) |
| D-pad left | X | Item 2 (X) |
| D-pad right | C | Item 3 (C) |
| D-pad down | G | Glyph (G) |
| Start / Options | Escape | Menu (Esc) |
Button names follow the Xbox / PlayStation pair shown in the editor, so A / Cross is the bottom face button on either pad. On a Switch Pro Controller the bottom button is labelled B; the mapping still fires on position.
Tips
- Aim with the left stick; right trigger right-clicks to move or attack.
- Face buttons and bumpers cover all six ability slots.
Make it yours
Nothing here is fixed. Rows can be re-scanned to a different control, given hold and double-tap actions, chords, turbo, macros, haptic or spoken feedback, and per-binding deadzones and sensitivity curves. The binding editor guide covers every option, and the controller map shows what each control is called.