GyroAim — gyro mapping for gamepads
Overview
Maps controller motion onto a stick for gyro aiming, driving and flying. You choose which sites it runs on.
Use your controller's motion sensors for gyro aiming in browser games. GyroAim adds motion to a stick rather than replacing it. Use the stick for large turns and small wrist movements for precise corrections. Motion also works for steering and flying, not only aiming. Controller support GyroAim supports controllers that expose motion data using the Nintendo Switch Pro Controller protocol over WebHID. This includes the Nintendo Switch Pro Controller and some third-party controllers operating in NS/Switch mode. - Developed and tested with a Cosmic Byte Eclipse in NS/Switch mode. - Other compatible controllers may work but have not all been individually tested. - Chrome 117 or newer on desktop is required. Getting started 1. Put the controller in NS/Switch mode. Most third-party pads have a mode button or a button combination. Xbox mode usually does not expose gyro data at all. 2. Open the extension and press Connect controller. That opens device setup, where Chrome asks you to pick the controller. 3. Run guided setup. Four movements are enough for it to work out your sensor axes. 4. Calibrate, with the controller resting on a flat surface and untouched. It will refuse a reading taken while the controller moved. 5. Turn Gyro mapping on. It is off until you do. 6. Enable the site you want to play on. Getting the feel of it Rotate the controller. Do not move it through space. Imagine a pivot under the middle of the pad that stays where it is, and turn the pad around it. A gyroscope measures rotation only, so sliding the controller sideways produces nothing at all. It needs far less movement than most people expect. Small wrist rotations, not arm movements. Pitch works the same way in every mode: tip the front of the controller up or down. Horizontal is where the choice is. Yaw is twisting the pad flat, like turning a laser pointer. Roll is tipping one side above the other. Player space reads gravity and works out which of the two you are doing. Try both. Neither is more correct. If your wrists tire quickly with yaw, roll usually costs less effort for the same turn. Resting the controller in your lap or on a desk and twisting it there is a good way to learn the motion. Two ways motion can drive the stick Rate mode turns rotation speed into stick position. Rotate the controller and the camera moves; stop rotating and the output returns to zero. Turn a little for a small adjustment; turn more for a larger one. This is what aiming wants, and it is the default. Tilt mode turns the angle you are holding into stick position. Hold the controller tilted and the input holds with it. A steering wheel behaves this way, which is why driving and flying need it and aiming does not. Profiles Three profiles — Aim, Drive and Flight — each remember their own settings. A steering tilt range is not a camera sensitivity, so they are kept apart rather than shared. Switching profile switches the whole set. Calibration stays global, because it describes your hardware rather than your taste. Features Player-space aiming GyroAim can use gravity to understand how you are actually holding the controller. It keeps left and right aiming consistent whether the controller is flat, tilted, angled toward you, or resting in your lap. You can also choose traditional Yaw, Roll, or a configurable Blend of both. Choose which stick motion drives Right stick suits anything that aims with it, which is most games. Left stick suits steering and movement. Whichever stick you do not choose keeps working normally, so physical input is never displaced by motion. Guided setup Four movements — Still, Pitch, Roll and Turn — let GyroAim detect your controller's sensor axes and directions automatically. Gyro calibration Motion sensors have small offsets even while stationary. GyroAim measures and removes that bias to reduce camera drift. It refuses a reading taken while the controller was moving, then re-measures and reports what drift is left. Three practice pages Aim, Drive and Flight each have their own scene, so you can tune a profile without changing settings inside a game. Each page opens its own profile. The aim page compares Yaw, Roll, Blend and Player Space using separate timing and accuracy scores. The drive and flight pages ask you to hold an angle, which is the clearest test of whether tilt mode is set up correctly. Independent sensitivity controls Tune horizontal and vertical gyro sensitivity separately. Vertical only spans 180 degrees, so it usually wants less. Saturation feedback GyroAim shows the rotation speed at which your sensitivity reaches maximum stick position, so you know how much usable speed you have. Face button mapping Nintendo and Microsoft place A/B and X/Y in opposite corners. By default the button under your thumb is the button the game sees, so a prompt for the bottom button means the bottom button. You can map by printed label instead, so pressing the button marked A sends A wherever it sits. How it works Browser games normally receive controllers through the Gamepad API, which does not expose gyroscope data. GyroAim reads supported controllers directly through WebHID, processes their motion sensors, and adds the result to a normal Xbox-style stick signal. To the game it still looks like an ordinary controller. No game modification or special support from the website is required. You choose where it runs GyroAim does not request access to websites when installed. When you want to use it on a site, open the extension and enable it for that site. Cloud gaming services are offered as one-tap suggestions, but nothing is enabled until you tap. You can see and revoke enabled sites from the extension at any time. Gyro is also disabled by default. Privacy GyroAim works locally in your browser. There are no analytics, telemetry, accounts, advertising, or controller-data uploads. Controller input is processed in memory. Settings such as sensitivity, calibration values, axis configuration, and enabled options are stored locally using Chrome storage. All executable code is included with the extension. If something feels wrong Nothing moves at all. Check three things in order: the controller is in NS/Switch mode, Gyro mapping is on, and the site is enabled. The practice pages say so when gyro mapping is off. The camera drifts on its own. Calibrate. Motion sensors read a small offset even while stationary, and a game integrates that into steady movement. Fast flicks travel less than slow ones. You are reaching the maximum stick position. Look at the "full at 233 deg/s" reading beside the sensitivity slider. If that number is below your fastest rotation, everything above it produces the same output. Lower GyroAim's sensitivity and raise the game's own. It feels sluggish. Raise the sensitivity in the game rather than in GyroAim. Raising GyroAim's sensitivity lowers the speed at which the stick maxes out, which trades away the fast end. Small movements do nothing. That is usually the game's inner deadzone. Lower it if the game allows, and set stick response to linear. Steering springs back to centre. That is rate mode doing what it should. Driving and flying want tilt mode, which the Drive and Flight profiles already use. A setting will not stick after an update. Reload the extension at chrome://extensions rather than reloading the page. An open controller session keeps the old background worker alive, so a page refresh alone will not pick up new code. GyroAim warns you when this has happened. Known limitations - The controller must use a mode that actually exposes its motion sensors. On many third-party controllers this means NS/Switch mode; Xbox mode may not expose gyro data. - Triggers may be digital rather than analog depending on the controller protocol. - Rumble is not currently supported. - Gyro output is translated into a virtual analog stick, so the maximum stick position places an upper limit on output speed. - Games with aggressive stick deadzones or nonlinear response curves can reduce very small gyro movements. Linear stick response and minimal inner deadzone generally work best where those options are available. - Tilt mode steers from roll rather than yaw. Gravity cannot observe rotation about the vertical, so there is no absolute yaw angle to read. - Tilt mode is also affected by sustained sideways acceleration, because an accelerometer cannot tell that from a genuine tilt. Sliding the controller produces a small phantom input that mostly cancels itself. Rate mode is not affected at all, since a gyroscope cannot sense straight-line movement. - The Drive profile does not use the vertical axis. A car steers but does not pitch, and that axis is usually the throttle. GyroAim is free and open source. Bug reports, controller compatibility reports, and contributions are welcome.
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Details
- Version0.5.0
- UpdatedSeptember 22, 2026
- Offered byZingMeUp
- Size93.49KiB
- LanguagesEnglish
- Developer
Email
deepakyadav.j23@gmail.com - Non-traderThis developer has not identified itself as a trader. For consumers in the European Union, please note that consumer rights do not apply to contracts between you and this developer.
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- Not being sold to third parties, outside of the approved use cases
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Support
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