Controller aim assist with target lock, a few quality-of-life changes, and fixes for two annoyances — most of it on Controlify's Global Settings screen. Everything else behaves exactly like the official mod.
New options
- Aim assist — for melee and bows, with Trajectory Aim, target lock, snaps and Swing Timing Assist, a compass bar, marker and compass colours and a custom target list. Off by default.
- Edit Glyph Positions — move the in-game button guides out of the way.
- Disable Whitelist & Force Analog Movement — analog movement on every server.
- Quick move to the off hand — Y on a totem, rocket, torch and the like puts it in your off hand.
- Anti-cheat reminder — a red line on the multiplayer screen while a setting servers punish is on.
Fixes
- "New server detected" toast — only shown when it applies.
- One controller counted twice — a pad Windows reports twice is held once.
Testing
- Dev Functions panel — trigger things on demand.
The Global Settings screen in this build.
With aim assist on, the look stick slows as your crosshair comes onto a mob and pulls gently towards it, so you stop overshooting. It only scales the look input you're already giving — it never moves the camera on its own, never widens a hitbox, and never changes where an attack lands. Trajectory Aim and the snaps and Swing Timing Assist go further, and stay off until you switch them on.
Open Aim Assist Menu in Global Settings opens its screen: five tabs — General, Aim Help, Snaps, Lock-On and Extras — with LB and RB to move between them. Each tab opens with a line on how its settings work with the rest.
Aim Assist — off, Singleplayer & LAN, or Everywhere.
Warning
Many servers treat any aim assist as an unfair advantage. Only use Everywhere on servers you know allow it. Singleplayer & LAN is the default: your own worlds, opened to LAN or not, and LAN worlds you join from the multiplayer screen's list of LAN games. A world you join by its address counts as a server.
Target — hostile mobs (provoked ones included, like an angry wolf pack), all mobs, or a custom list. Players are left out unless Target Players is on, which lets them count whatever Target is set to, for every part of aim assist. Teammates the game won't let you hurt stay out either way.
Warning
Aim help against other players is treated as cheating by almost every server and anti-cheat. Target Players is off by default, and even when it's on, players only count where the Aim Assist setting allows.
Melee and Bow, on the Aim Help tab, are tuned separately, each with Strength (how hard it slows and pulls), Crosshair Cone (how far off a mob can be, in degrees) and Distance (in blocks — up to 64 for melee, 500 for the bow). Bow takes over while you draw a bow or hold a loaded crossbow, and is gentler. On its own it never leads a shot or allows for arrow drop; Trajectory Aim, just under its sliders, does both.
The other four tabs, narrowed to fit side by side: Aim Help and Snaps on the left, Lock-On and Extras on the right.
Trajectory Aim, under the bow's sliders on the Aim Help tab, aims the shot for you. Instead of helping the crosshair onto the mob, it takes the crosshair to where an arrow or bolt has to go to land on the mob — above it for the drop over the distance, ahead of it if it's moving, and allowing for your own movement — and holds it there as the mob, you and the draw move it. It follows how the game really flies a shot, so a rocket from a crossbow, which flies straight, gets a straight aim.
- Off — bow aim assist helps you onto the mob itself, as before. The default.
- Full Draw — aims for a fully drawn bow the whole time, so the crosshair holds still while you draw. Let go early and the arrow falls short.
- Live — aims for the bow as drawn right now, so an arrow let go at any moment lands. A weak early draw has to be lobbed high to reach a mob at all, so until that point comes within Live Start Angle of the full-draw point it aims for a full draw; then the crosshair makes that last move. The angle is yours to set, 5° to 45°; lower keeps the crosshair steadier, and at 45° it goes to the live point as soon as a shot can reach the mob. A loaded crossbow always shoots at one speed, so it gets the same help either way.
Lock-On Only, on by default, has it aim only for the mob you've locked with target lock; any other mob gets the bow's ordinary help onto the mob itself. Switch it off and it also takes a mob the crosshair cone finds, once you've settled the crosshair on it for a moment with the look stick eased off, so panning past mobs with the bow drawn takes none of them; then it keeps that mob for the whole draw, wherever you take the crosshair, while the mob stays within Distance and in sight. To let it go, push the look stick hard away from it for a moment.
Lag Compensation allows for what you see of a mob being behind where the server has it — your ping, plus the game's own delay in showing a mob's movement, about 175 ms even in singleplayer — which otherwise lands a shot behind a moving mob by that much. Manual allows for the Lag Allowance you set, in milliseconds; your ping plus about 175 ms is the place to start. Auto reads your ping from the server, the number the tab list shows, and adds the 175 ms itself. All of these rows stay greyed out until Trajectory Aim is on.
Every shot still has the little random spread the game gives it, which nothing can allow for.
Warning
Trajectory Aim turns the camera for you, which many servers and anti-cheats treat as cheating. It only runs where the Aim Assist setting allows, and not at all while Target Lock is set to Marker only.
These go further than aim assist: they turn the camera or swing for you. All three are on the Snaps tab, each is off until you switch it on, and like the rest they only run where the Aim Assist setting allows.
- Melee Snap (Snap on Swing) turns the camera onto a mob when you swing at nothing — your locked target if it's within Snap Range, otherwise the hostile mob nearest your crosshair within Snap Angle and Snap Range. A swing at a block or a mob is never pulled away.
- Ranged Snap (Snap on Aim) does the same as you start drawing a bow or bring up a loaded crossbow — and with Trajectory Aim on, it turns to where the shot has to go rather than onto the mob.
- Each snap has its own Snap Range, Snap Angle, Snap Strength (how fast it turns — 600 degrees a second at 100%), Ramp Up and Ramp Down (how quickly it gets up to speed, and how quickly it slows to land).
- Swing Timing Assist — hold attack and it swings again each time the weapon in your hand has recharged, for as long as you hold it. Its swings set off Melee Snap just as a press would.
Warning
These act for you rather than helping aim you're already making, which many servers and anti-cheats treat as cheating. Use them in singleplayer, or where everyone knows you have them and is fine with it.
Holds one mob as your target instead of whichever is nearest the crosshair. Bind Lock Target under Gameplay in Controller Bindings: tap to lock a mob or move to the next, hold to let go. It follows the Aim Assist setting, so it never helps aim anywhere aim assist isn't allowed. Its settings are on the Lock-On tab.
Keybind Mode decides which mob a tap picks:
- Proximity — the nearest mob within Locked Range, ones on screen first. Each tap moves to the next nearest. The default.
- F.O.V Lock — the mob closest to your crosshair, within F.O.V Angle and F.O.V Range. Mobs within F.O.V Priority Range come first, so a close mob isn't passed over for a distant one that happens to sit nearer the crosshair.
The marker sits over the head of whatever is locked.
Mode decides what locks a target:
- Keybind lock — only the bind.
- Last hit lock — the bind, plus whatever you hit and whatever hits you. A mob that shoots you only takes the lock when there's nothing else worth locking.
- Marker only — the marker and compass, with no aim help at all.
While a target is locked, Locked Strength, Locked Range (up to 500 blocks, as are F.O.V Range and F.O.V Priority Range) and Locked Speed stand in for the melee and bow settings. At 100%, Locked Strength pulls twice as hard as Strength does at 100%, and Locked Speed lets that pull turn twice as fast. Override Melee Settings and Override Bow Settings decide which of the two they stand in for — both on to start with. Switch one off and that weapon keeps its own Strength, Crosshair Cone and Distance on a locked mob; the lock still decides which mob it is.
Show Target Marker, on the Extras tab, draws the marker — solid with line of sight, faded without — and keeps it readable at range.
Ignore Crosshair Cone pulls towards the locked mob from any angle, even when you're both standing still.
Warning
This tracks a mob for you rather than helping aim you're already making. That's an unfair advantage over players without Controlify, and many anti-cheats will likely flag it. Use it in singleplayer, or where everyone knows you have it and is fine with it.
Letting Go, on the Extras tab — with Drop Distant Targets off, a lock only ends when the mob dies or you clear it. Turn it on and the lock drops once you've been further than Drop Range (or Flying Drop Range) from the mob for longer than Time Before Dropping. Reset Depth is how far back inside you have to come to reset the timer. The four sliders stay greyed out until Drop Distant Targets is on.
Show Compass Bar, on the Extras tab, puts a strip along the top of the screen showing which way the locked mob is, with its name, its distance, and the countdown before a distant lock is dropped. Compass Position opens a live editor: drag it, type exact offsets, snap it to a corner, set its width, or reset it.
The slime is off to the left; the marker on the bar is where to turn.
Marker & Compass Colors gives each its own colour wheel, with brightness beside it, the hex value underneath, and a reset. On a controller, press A on a wheel and steer with the left stick — slower than the virtual mouse, so you can land on the shade you want.
Set Target to Custom list and Open Target List lets you pick from every entity in the game, modded ones included. Search by name or browse by tab, and add or remove all the hostile or provocable mobs in one press. In a world, every row shows the actual mob.
Move the left and right in-game button guides separately — nudge them, type exact offsets, snap to a corner, or reset. Handy for keeping them clear of other HUD elements, like beacon effect icons. Requires a connected controller.
The editor, and both guide columns moved clear of the map and the beacon powers.
Analog movement — walking speed follows how far you tilt the stick — on every server, not just those in the Analogue Movement Whitelist. While it's on, the whitelist is ignored and the "New server detected" toast never appears.
Warning
Some server anti-cheats may flag or ban you for analog movement. Only turn this on if you're sure every server you play on allows it.
In your own inventory, the quick move button — Y on an Xbox layout — on a totem, shield, firework rocket, torch, lantern, end rod, map or arrows puts the whole stack in your off hand, as long as the off hand is empty and nothing is held on the cursor. It's the move F makes on a keyboard. Anything else, a full off hand, or any other screen quick moves as before, and the button on the off hand slot still takes its item back out.
The multiplayer screen shows a red line under its title while any setting is on that would run on a server and that anti-cheats kick or ban for — Aim Assist on Everywhere and whatever runs with it, Block Reach Around on Everywhere, or Disable Whitelist & Force Analog Movement — naming each one, so it can be switched off before you join. With none of them on, nothing shows.
The official mod shows this toast on Realms even though analog movement already works there, and whitelisting a Realm doesn't help because its address changes every time it reopens. This build only shows the toast when keyboard-like movement is actually in use, so it no longer appears on Realms or whitelisted servers.
On Windows, one pad can be reported twice — through XInput and through GameInput — so it arrived as two controllers, with two toasts, swapping on every replug. This build keeps one. It's an upstream bug that also happens on the official 3.5.3, and launching with -Dcontrolify.sdl.dedupe=0 turns the fix off.
A panel in Global Settings for triggering things on demand while testing: New Server Toast, Check Aim Assist Target, Check Target Lock, Movement Type and Controller Connection, plus Marker Floor (blocks) and Color pointer speed to type values into. The checkbox below it hides it.
Controller Connection reports whether the pad is on a cable or a receiver — something the game can't work out by itself, so you teach it once: press Learn Wired on a cable and Learn Wireless on a receiver. For a few seconds after plugging in or unplugging, both buttons grey out and read Wait... until the connection settles. Clear Learned starts over.
- Download the latest
-universal.jarfrom Releases. One jar covers both Fabric and NeoForge. - Remove the official Controlify from your
modsfolder — running both at once will not work. - Drop this jar in alongside YetAnotherConfigLib.
Built for Minecraft 26.3, with Fabric Loader 0.19 or newer, or NeoForge.
git clone https://github.com/dx-Arcus/Controlify-Enhanced.git
cd Controlify-Enhanced
./gradlew ":26.3:build"The jars land in versions/26.3/build/libs/. JDK 25 is required.
Problems with this build belong in this repository's issue tracker, which is where the in-game Issue Tracker button and the Mod Menu links point. Please don't report them to isXander.
Problems you can also reproduce on the official mod belong in Controlify's issue tracker.
Controlify is made by isXander and its contributors, and is licensed under LGPL-3.0, as is this fork. The Controlify Wiki covers how to use and configure the mod; everything there applies to this build too.
If you get use out of Controlify, support isXander on Patreon.





