Achievement Watcher Next

Controller (gamepad) guide

AW Next can be driven with a gamepad in two independent places: the main window and the in-game overlay. Both are configured from Settings → Controller.

Settings - Controller
Overlay and app navigation, layout, and per-shortcut button bindings

The two switches

Setting Default What it covers
Control the app with a controller On The main AW Next window: library, game details, settings and searches.
Control the in-game overlay with a controller Off The in-game overlay, driven by the background tracker while you play.

They are separate on purpose. App navigation is pure renderer input and costs nothing, so it is on by default. Overlay control loads the native controller stack in the background tracker, so it is opt-in.

Shortcuts at a glance

Button names below use the Xbox vocabulary; the app shows them in whichever layout you select.

Shortcut Default Where
Open / close the overlay Back + Start + LB In game
Toggle overlay navigation LB + X Overlay open
Move & scroll the overlay LB + RB (held) Overlay open
Confirm A App + overlay
Back / cancel B App + overlay
Focus the search box X App + overlay
Open Settings / overlay options Y App + overlay
Open Settings Start App
Launch the selected game RT App, library
Open Game Health for the selected game LT App, library
Previous / next settings tab LB / RB App, Settings open
Scroll the page LB / RB App, Settings closed

The overlay toggle uses three buttons on purpose, so it cannot fire by accident mid-game. Every overlay shortcut is configurable and accepts one to three buttons.

In the library the tile itself is what the stick moves between, and A opens the game - the same thing clicking a tile does. The two controls painted on a tile are on the triggers instead, so no other shortcut had to give up a button: RT launches the selected game and LT opens its Game Health panel. Both do nothing unless a library tile is selected.

Options

App window

With app navigation enabled, pressing any gamepad button in the main window raises a focus ring. The D-pad or left stick moves between interactive controls, and the shortcuts in the table above apply. Two details worth knowing:

Moving the mouse or pressing a key on the keyboard returns control to the mouse and keyboard.

In-game overlay

Back + Start + LB opens or closes the overlay over the running game. LB + X then toggles navigation mode: the D-pad or left stick moves the focus ring, A confirms, B cancels, X focuses the search and Y opens the options panel. Holding LB + RB moves the overlay with the left stick and scrolls the list with the right stick.

The header shows a small UI badge while navigation is active, and the hint bar always reflects your own bindings and layout - not the defaults. The rest of the overlay is covered in the overlay guide.

[!IMPORTANT] Windows input caveat: Windows does not let a third-party app capture a controller exclusively, so the game may still receive button input while the overlay is open. If you want the game to pause, enable Focus overlay when it opens (most games pause when they lose focus) or Send Escape to the game when opening with controller.

Supported pads

Xbox controllers, PlayStation DualShock 4 / DualSense and Switch Pro controllers are supported. Xbox pads go through XInput; PlayStation and Switch pads are read over raw HID, which is why they work without any vendor driver.

When a controller is not detected

  1. Confirm the right switch is on - app navigation and overlay control are separate.
  2. Try the XInput backend explicitly; Auto can pick GameInput on a build where a given pad is not enumerated.
  3. Check the pad in the Windows game-controller panel (joy.cpl) first. If Windows does not see it, AW Next cannot either.
  4. For a bug report, add debugLogging = true to the [controller] section of %APPDATA%\Achievement Watcher Next\cfg\options.ini and restart. The background tracker then logs button-level controller diagnostics. There is no UI switch for it because it is verbose; turn it back off afterwards.

Next: Game Health - the per-game panel that says why a game is or is not being tracked.

← Documentation · Overlay guide · Project home