> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# XAG 107: Input

> Let players operate the game with their chosen input: remapping, alternatives to holds and combos, single-stick modes, and mobile-touch guidance.

## Goal

Ensure a player can operate the gaming interface through input mechanisms of their choice.

## Overview

Games often assume certain physical abilities — rapid button mashing, holding triggers for seconds, precise mouse aim, two-stick control. Any of those can exclude a player who can't meet the physical demand.

It's fine to offer a primary input for your game. It's **not** fine to require it. Always provide alternate inputs with equivalent functionality.

## Scoping questions

Wherever the game requires analog input (mouse, stick, trigger), also offer single-press digital equivalents.

* Menu navigation — what inputs are required (mouse, keyboard, D-pad, stick)?
* Character movement — does it require analog?
* Analog triggers — does it require them (racing acceleration, etc.)?
* Are there places where a player must press buttons quickly or hold for 2–3+ seconds?

## Beyond remapping

Remapping alone doesn't remove every input barrier. Consider:

* **Speed.** Rapid attack windows are hard for players using switch mounts on head, arm, or leg. Allow game-speed reduction.
* **Complexity.** Multi-button combos and rapid sequences require memory and coordination. Allow **remappable actions**, not just controls (e.g. `pick up item` remapped to `X`, instead of remapping `A + B`).
* **Duration.** Long holds cause fatigue. Provide toggles / auto-holds (`auto-jump`, `auto-fire`, `auto-sprint`).

## Implementation guidelines

### Navigation

* All UIs (menu and in-game) support both digital and analog navigation.
* All UIs are navigable using **single, non-simultaneous key presses**.
* UIs support **keyboard-only** operation, including start, settings, gameplay, and exit.

### Remapping

* Games provide **in-game** remapping of all controls, regardless of platform-level remapping.
* Includes analog and digital controls, X- and Y-axis inversion **individually** per stick, and PC `Esc`.
* Ideally, actions can be assigned to any input — not just swapped between existing bindings.
* Remapped bindings update hints, tips, tutorials, and controller diagrams.
* Interface components are fully operable with digital input even when the primary is analog.

### Timing and combos

* **Avoid** rapid multi-press mechanics (QTEs).
* **Avoid** requiring key/button holds for extended periods.
* **Avoid** requiring simultaneous button presses.
* Where the above are unavoidable, provide an alternative that is less demanding, or allow the player to bypass or skip that content.

### Gestures and pointer input

* **No required multi-point gestures.** Any pinch/two-finger gesture has a tap / click / long-press alternative.
* **No required path-based gestures** (swipes, drag-shapes) — alternatives exist.
* For single-pointer input:
  * Activation happens on the **up event**, not the down event.
  * Provide a way to cancel before completion.
  * If cancel isn't possible, provide undo.
  * Exception: essential down-event actions (piano keys, firing a weapon) may activate on down.

### Non-traditional inputs

* Any gameplay-critical input using **speech or motion** has an alternative digital input.

### Analog sticks and D-pad

* Don't require two sticks (or stick + D-pad) to complete mechanics.
* If a stick click is used as an input, it must be remappable.
* If D-pad is used for weapon / item selection, it must be remappable or accessible via menu.

### Sensitivity

* Provide **in-game** sensitivity adjustment for each analog input individually (stick, joystick, trigger, wheel, mouse) with a range of at least ± 50% of the default.

## Mobile input guidelines

A **touch target** is any defined area on-screen that activates a control upon touch.

### Alternative input types

Offer:

* Standard controllers
* Adaptive controllers
* Physical keyboards
* Mouse
* Platform assistive technologies (switch access, voice input, camera-based head movement)

### Mobile-native accessibility

* **Switch control** support so players using head/arm/leg-mounted switches can scan and select.
* **Voice control** support so players can activate on-screen inputs by voice.

### Orientation

* Support both portrait and landscape. Players with mounted devices may be locked to one orientation.

### Customization

* Allow adjusting size, spacing, and position of all touch targets.
* Provide a range of pre-set layout options (e.g. Combat Pro, Builder Pro).

### Default touch target sizing

| Device            | Minimum size                                                                           |
| ----------------- | -------------------------------------------------------------------------------------- |
| **Mobile phones** | 15 mm × 15 mm (or 15 mm diameter); 59 px @ 100 DPI, 118 px @ 200 DPI, 236 px @ 400 DPI |
| **Tablets**       | 24 mm × 24 mm (or 24 mm diameter); 94 px @ 100 DPI, 189 px @ 200 DPI, 378 px @ 400 DPI |

Scale linearly as DPI increases. Space targets widely enough to prevent accidental activation, ideally with a buffer of inactive screen around each.

### Cancel and correction

* Allow **Short Press and Drag** to cancel a button press.
* Provide an **Undo** button for reversible actions.
* Let players release a held object by pulling it outside the playable area.

### Sensitivity and simplification

* Allow tuning of swipe sensitivity, camera zoom, etc.
* Offer simplified control schemes / options that reduce the number of touch controls (`auto pick up`, `auto fire`, one-tap fire modes).

### Avoid / provide alternatives for

* Prolonged touch holds
* Dragging / swiping
* Rapid taps
* Multi-point gestures
* Multi-finger simultaneous presses
* Speech input
* Gyroscopic tilt / shake

### Timing

* Control activation happens on **touch-end** (finger lift) or **mouse-up**, not down.

### Text input

* Support **speech-to-text / dictation** in text-input fields and text chat.

### Customization accessibility

* The customization UI itself is fully accessible — resizing, moving, re-assigning, and selecting layouts.

## Potential player impact

| Player                                                             | Impacted |
| ------------------------------------------------------------------ | :------: |
| Players without vision                                             |     ✔    |
| Players with low vision                                            |     ✔    |
| Players with little or no color perception                         |     ✔    |
| Players without speech                                             |     ✔    |
| Players with cognitive or learning disabilities                    |     ✔    |
| Players with limited reach and strength                            |     ✔    |
| Players with limited manual dexterity                              |     ✔    |
| Players with prosthetic devices                                    |     ✔    |
| Players with limited ability to use time-dependent controls        |     ✔    |
| Players with chronic pain, fatigue, or using assistive-tech inputs |     ✔    |

## Resources

* [Ensure key actions can be carried out by digital controls](http://gameaccessibilityguidelines.com/ensure-that-all-key-actions-can-be-carried-out-by-digital-controls-pad-keys-presses-with-more-complex-input-eg-analogue-speech-gesture-not-required-and-included-only-as-supplementary-al)
* [Include an option to adjust sensitivity of controls](http://gameaccessibilityguidelines.com/include-an-option-to-adjust-the-sensitivity-of-controls)
* [Avoid requiring multiple simultaneous actions](http://gameaccessibilityguidelines.com/ensure-that-multiple-simultaneous-actions-eg-clickdrag-or-swipe-are-not-required-and-included-only-as-a-supplementary-alternative-input-method)
* [Avoid repeated inputs](http://gameaccessibilityguidelines.com/avoid-repeated-inputs-button-mashingquick-time-events)
* [Avoid / provide alternatives to requiring buttons to be held down](http://gameaccessibilityguidelines.com/avoid-provide-alternatives-to-requiring-buttons-to-be-held-down)
* [Provide a macro system](http://gameaccessibilityguidelines.com/provide-a-macro-system/)
* [Simple control schemes compatible with switch / eye-tracking](http://gameaccessibilityguidelines.com/provide-very-simple-control-schemes-that-are-compatible-with-assistive-technology-devices-such-as-switch-or-eye-tracking)
* [Do not rely on motion tracking of specific body types](http://gameaccessibilityguidelines.com/do-not-rely-on-motion-tracking-of-specific-body-types/)
* [Use Switch Control on iOS](https://support.apple.com/en-us/HT201370)


## Related topics

- [XBOX Accessibility Guidelines (XAG)](/build/game-principles/accessibility/xbox-accessibility-guidelines.md)
- [XAG 120: Communication experiences](/build/game-principles/accessibility/xag-deep-dives/xag-120-communication-experiences.md)
- [Accessibility metadata](/publishing/game-publishing/concepts/metadata-accessibility.md)
- [XAG 112: UI navigation](/build/game-principles/accessibility/xag-deep-dives/xag-112-ui-navigation.md)
- [XAG 110: Haptic feedback](/build/game-principles/accessibility/xag-deep-dives/xag-110-haptic-feedback.md)
