3D-printed gyro gamepad built around a Pico

Oct 24, 2026 Last reply: 11 hours ago 4 Replies
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When it is finished and plugged in, this controller works as a handheld gamepad with gyro aiming at its core. The maker Input Labs describes it as an open source, creative commons design built around a Raspberry Pi Pico, with two gyro sensors for advanced gyro controls. A touch-sensitive hexagon on the right side turns the gyro on, which should appeal to players who want mouse-level aiming from the couch, and the maker notes the gyro controls can help gamers with limited range of motion in their hands or fingers.



The construction path is well documented. The Pico sits on a carrier PCB using its castellated edges, and a custom green PCB is ordered with partial SMT assembly before the remaining components get soldered by hand, using solder wire, masking tape, a temperature-controlled iron and a printed soldering fixture. The casings, triggers, button caps and hexagonal faceplate come off a Prusa Mini, then everything is joined with hex socket bolts, nuts and an Allen key.



Several details stand out to me. The upper faceplate is electrically conductive, so touch input is built right into the printed part, and the finished unit offers face buttons, an analog thumbstick, a center scroll wheel, an 8-way switch and triggers. Polling runs at 250 Hz, deadzone and sensitivity are set directly on the controller, and profiles work at firmware level, covering genres rather than single games across eight curated and four user slots. It also plays nicely with the Steam configurator and has been tried on a long list of operating systems and hundreds of games.



As for what is unfinished, wireless operation has not been implemented yet, and console support through Xinput emulation does not work anywhere right now, with console compatibility not currently a priority for the maker.



Project by Input Labs. Watch it on their YouTube channel:

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I am curious how the touch-sensitive hexagon interacts with the face buttons in daily use. Does pressing a button force you to lift your finger off the touch area, or can both inputs happen at once? That balance would make or break gyro aiming for me, so it would be great to know how the maker has handled it.

Putting two gyro sensors in a controller seems like a genuinely clever decision to me. With advanced gyro controls as the headline feature, having two sensors looks like a sensible way to get more reliable readings than a single sensor could give. I also rate the genre-based firmware profiles over per-game mappings, since eight curated and four user slots would fill up fast otherwise.

Since wireless operation is not implemented yet, my suggestion would be a variant of the board built around a Pico W. The whole point of this design is that the PCB files are available and boards can be ordered with partial SMT assembly, so a wireless revision would fit the open source spirit and free the controller from the cable on the couch.

The maker has actually covered that one. Players can keep touching the touch surface while pressing the buttons, or they can press with the fingertip only, so both inputs can work together rather than one blocking the other. That flexibility, combined with the touch surface enabling the gyro, suggests the two systems were designed to coexist rather than compete for the same finger.

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