How to use the Z's Tilt and Pivot inputs for analog joystick control

How to use the Z's Tilt and Pivot inputs for analog joystick control

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The Z operates as a DirectInput joystick. So its joystick outputs will only work natively in games with support for DirectInput.
For games that only support XInput a third-party utility is required to translate DirectInput to XInput (e.g. X360ce).

To use your Z mouse like a joystick you need to map "Analog Left/Right" and "Analog Forward/Back" to control Joystick Axis X and Y respectively. The gif below demonstrates the creation of these two mappings.

Once created set the profile as active and use https://html5gamepad.com to check if its working. You should see Axis 0 and Axis 1 change as you tilt the mouse around.

Your mapping is now ready to be used, but you can also tune the min and max input angles of your tilt to control sensitivity and dead-zones, or adjust the output range if you want to limit the minimum or maximum output on any axis.
 

If you also want to map Pivot to Yaw this works a bit differently. Since its very difficult to move the mouse normally without also pivoting, pivot is not available as a base input. Instead it should be nested in another input. Meaning you hold down a button to activate Pivot.

The following gif shows how to create such a pivot mapping:


The "Reset Pivot (Yaw)" action added on button press is strongly recommend to ensure that your pivot always starts in a neutral position. Depending on your use case you may also want to add it on button release so the pivot output does not remain active after you have released the button.

If you want to try and use Pivot as a base input there is a workaround covered in the article below.