Game preset

Rocket League: controller layout for Mac

Rocket League 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: Car soccer, arcade handling.

Get the preset in two clicks

  1. Open InputConfig and click Smart Preset Maker on the welcome screen.
  2. Search for Rocket League and pick it. The layout below is created as a preset in your sidebar, named and ready.
  3. Press Activate. Every row can be changed afterwards: the editor's Scan button rebinds any control the moment you touch it.

The full button map

ControllerSendsWhat it does
Right triggerXRT = throttle / accelerate (default X)
Left triggerSLT = reverse / brake (S)
Left stick leftALeft stick left = steer / air-steer left (A)
Left stick rightDLeft stick right = steer / air-steer right (D)
Left stick upWLeft stick up = air pitch up (W)
Left stick downSLeft stick down = air pitch down (S)
A / CrossRight clickCross = jump (Right Mouse, RL default)
RB / R1Left clickR1 = boost (Left Mouse, RL default)
B / CircleShift (Left)Circle = powerslide / air roll (Left Shift)
LB / L1Shift (Left)L1 = air roll (Left Shift, same default key)
Y / TriangleSpaceTriangle = ball cam toggle (Space)
Back / Share / SelectMiddle clickBack = rear view (default is mouse wheel; mapped to Middle Mouse)
Start / OptionsEscapeStart = pause / 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

  • Rocket League's keyboard defaults are unusual: jump is Right Mouse, boost is Left Mouse, throttle is X.
  • Powerslide and air roll share Left Shift by default, so Circle and L1 both send it.
  • Ball cam is Space; air pitch and air-steer reuse W/A/S/D while airborne.

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.

Related

Download on the Mac App Store