App Store Your HUD should fit your hands.
Map every control, test the exact finger combinations you use, inspect edge loss and run a bounded sensitivity A/B check. No account. No upload. No invented “perfect settings.”
Build. Touch. Calibrate. Keep the evidence.
Finish the setup first, then move through HUD, touch, gyro and sensitivity. Your report updates after every meaningful test.
Match the device you actually play on.
The profile changes reach assumptions and expected simultaneous contacts. It does not pretend a phone model determines your ideal sensitivity.
Rebuild the HUD you use — then test the geometry.
Upload a screenshot as a private visual reference or start from a preset. Drag every control, select it and assign the finger that actually operates it.
Run the combination, not a collection of single taps.
Hold movement, drag aim and trigger fire, ADS, jump or slide exactly as you would in play. Browser-observed contacts are measured; raw digitizer latency is not.
Check motion delivery and resting stability.
Grant permission, place the device in your normal grip and hold still for the first sample. Rotate slowly only after the stability phase.
Make one bounded change, then compare A against B.
Enter the current in-game value and describe a repeated result. The lab suggests a small next test — never a universal or “no recoil” setting.
Run three comparable attempts before accepting B.
Your control report is a plan, not a verdict.
Use the highest-severity finding first. Change one variable, repeat the same run and keep the previous profile as the comparison.
No high-impact layout issue was found in this pass.
Image and test data remain in this browser unless you choose an export. No game account connection is used.
A layout screenshot is not proof. A repeatable test is.
Copied creator settings can be useful inspiration, but grip, display size, finger roles and trained motion differ. This lab connects the layout to evidence collected on the device in your hands.
Simultaneous actions sharing one finger are surfaced before they fail in a fight.
Cancelled contacts, edge starts and observed concurrency are kept separate from hardware claims.
What the browser can — and cannot — tell you.
Pointer events can report delivered contacts, paths and cancellations. Device orientation can report browser-exposed motion after permission. Neither can read COD Mobile settings, certify a digitizer or reproduce the game’s internal filtering.
Local by default
The optional screenshot is decoded in this browser. It is not sent to Keymap and is removed when you remove it or close the session.
One-variable workflow
The sensitivity step proposes a bounded A/B test. It does not invent precision from a device name, DPI label or professional player profile.
Independent product
Keymap is not affiliated with Activision. Game names are used descriptively; official logos, art, maps and audio are not bundled into this tool.
Call of Duty® and Call of Duty: Mobile are used descriptively. Keymap is not endorsed by or affiliated with Activision Publishing, Inc. No official logo, artwork, map, character, weapon model or game audio is distributed with this tool.
COD Mobile control lab questions
Does this generate a CODM HUD or sensitivity share code?+
No. Keymap creates an independent setup card and JSON record. It does not claim to generate or decode a native in-game share code.
Can a browser find my perfect sensitivity?+
No universal value exists. The A/B workflow narrows a next test from repeated over- or undershoot evidence while keeping the change small.
Is my screenshot uploaded?+
No. The image is processed as a local browser object and is not submitted to the server. Keep personal notifications and usernames out of screenshots anyway.
Why test on the real phone?+
Desktop emulation cannot reproduce your grip, OS gesture edges, multi-touch delivery or sensor permission behavior.
Will this improve recoil?+
The lab can improve control placement and test your adjustment process. It does not change recoil, game files, matchmaking or device hardware.
Where to go next
The lab above reads the touchscreen. These read the rest of the chain the game runs on.