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Swiftpoint Z3 · profiles, tools and guides · unofficial

Thirteen buttons. One profile per game. Nothing to install.

An ordinary mouse has two buttons, a wheel and a DPI switch — that is the whole vocabulary. The Swiftpoint Z3 has thirteen programmable buttons, five of which measure how hard you press, a gyroscope that feels you tilt it, a 64 × 32 screen on the side and 80+ profiles stored inside the device. What a button does is not a property of the button: it is a property of the profile that happens to be active. This is where those profiles get shared, built and read — in a browser, with nothing to install and nothing uploaded unless you publish it.

Browse community profiles Build one yourself What the mouse is

Community profiles
48
Games & contexts
28
Button mappings
673
People
27

01 — the site

Four tools, and one rule

Three of the four never send anything anywhere. The Builder, the Checker and the OLED editor all work on a file inside your own browser, and a .spcf only leaves your machine when you deliberately publish it. If you have one question — does anyone already have my setup?, can I make my own?, what does this file do? — one of these four is the answer, and all four are one click away.

Community profiles Setups other people actually play on, for CS2, Tarkov, Helldivers, WoW, CAD, Premiere and the rest. Every card shows its game, DPI range, mapping count and download count before you download anything — and the file you get back is byte for byte the file that was uploaded. For: “does anyone already have a Tarkov set?” → Profile Builder The X1 Control Panel, rebuilt for the browser. Pick an input, give it a trigger and an action: buttons, Deep Click zones, tilt and pivot gestures, wheel, surface drag, nested bindings, DPI levels, LED and OLED frames, sub-profiles. It flags broken bindings before you download and writes a valid .spcf. For: “nobody has my exact setup” → .spcf Checker Open any profile — one you downloaded, or one you just built — and read it in plain language: every trigger, every nested binding, the DPI stages, the tilt ranges and the OLED animation. It also warns when a binding fires inputs the instant it activates, or loops forever. For: “what does this file actually do?” → OLED Editor Draw 64 × 32 one-bit images and animations for the screen on the mouse: pixel tools, layers, keyframes with easing, sixteen ready-made examples, PNG / sprite sheet / ZIP export — then push the result straight into a profile. For: “put something on that screen” →

All four run from the keyboard too — Ctrl + K anywhere opens the jump bar — and the guides walk through the Builder from the first binding to nesting, tilt and OLED work.

02 — the hardware

What the mouse actually is

The Z3 is not a mouse with more buttons. It is a small computer that happens to point. What the hardware gives you is a set of inputs — presses, force levels, angles — and what you do with them lives in software, on the device, per game. The same body of plastic is an aim setup in one game, a macro pad in the next and a keyboard-nub for CAD at your desk, without anything about it changing. In the manufacturer's own words it replaces a mouse, a macro pad, an analog joystick and part of a keyboard in one shell.

It is also the first wireless mouse in the Z series: the Z2 was wired, the Z3 speaks 2.4 GHz, Bluetooth 5.0 and USB-C at the same time, and carries eighty-plus profiles in its own memory. That last point is the one that matters for this site — a profile is a file, and a file is something you can share.

Sensor
PixArt PAW3950 optical
Resolution
up to 30,000 DPI
Speed / acceleration
750 IPS · 50 G
Polling rate
1000 Hz (2.4 GHz) · 125 Hz (Bluetooth)
Buttons
13 programmable, 5 pressure-sensitive
Onboard memory
80+ profiles on the device
Display
64 × 32 monochrome OLED
Connection
USB-C wired · 2.4 GHz Swiftlink · Bluetooth 5.0
Battery
up to 60 h, usable while charging
Size / weight
13 × 9 × 4 cm · 132 g
Software
Swiftpoint X1 Control Panel (Windows & macOS)
Warranty
2 years
  • Wireless 2.4 GHz and Bluetooth, where the Z2 was wired only
  • Sensor PAW3950, up to 30,000 DPI
  • Memory 80+ profiles on board, up from 20+
  • Battery up to 60 h, full in about 2 h 40 min

Thirteen buttons, sixteen inputs

Two main buttons and a wheel at the front; two fingertip buttons under the index and middle fingers; two triggers that read both pushed and pulled; two edge buttons along the top left; two thumb buttons on the side. Thirteen, all of them where your hand already is — none of them needs a grip change to reach, which is the only reason thirteen is a number you can live with. Five of them also read how hard you press them, and those five are what turn a single button into two or three.

Thirteen buttons is sixteen press inputs. The spec counts a trigger once; the mouse reports its push and its pull separately. On top of that come the inputs that are not buttons at all — and every single one of them is bindable:

  • Scroll up
  • Scroll down
  • Tilt left / right, analog
  • Tilt forward / back
  • Joystick mode, with the extender clipped on
  • Haptics as an action

Deep Click: the reason a button can be three buttons

Five of the buttons do not just report that they were pressed, they report how far they went. That turns one press into up to three actions, and you decide where the stages begin. The mouse vibrates each time you cross into the next one, so you learn the threshold by feel instead of by looking at a progress bar.

The pattern below is the one most shooters end up with: the right button aims on a light press, holds your breath when you press harder, and drops the DPI all the way down while you keep holding it — and letting go puts the DPI back. One finger, three actions, and nothing to release except the button itself.

The five things that are actually different

Deep Click: three actions per button

Light press, harder press, hardest press — three different actions out of one button, with the thresholds under your control and a vibration to mark each one. It is the single feature that makes a thirteen-button mouse usable rather than a puzzle.

Tilt, lean and a joystick mode

A gyroscope reads how you hold the mouse. Tilt left and right can be a real analog axis or a plain action — leaning around a corner, switching browser tabs. Clip the joystick extender underneath and the same gyro becomes an analog stick for flight sims and 3D navigation.

A screen on the mouse

The 64 × 32 monochrome OLED shows the active profile, DPI, battery and connection — or your own text and images. It can also show how hard you are pressing, which is how you get better at Deep Click. Lift the mouse and it goes into config mode, so settings are changed where the mouse is.

Haptics you program

Vibration is an action, not a side effect: it can mark a Deep Click stage, confirm a profile switch, or sit in a binding's list of actions beside the key press. It is also a notification channel — a script can buzz the mouse when your build finishes.

Eighty profiles, living in the mouse

Profiles are stored on the device, so they follow it. Plug the Z3 into a school computer, a work laptop or a LAN machine and the profiles are already there — no software, no install, no cloud. The control panel can also link a profile to an application, so starting a game switches the mouse into that game's profile and closing it switches back. A profile you download here is a .spcf, and you can write one yourself in the Builder.

03 — the part nobody expects

The mouse has an API

The X1 Control Panel is not just a settings window. It exposes a local IPC socket, and anything that can open a socket can drive the mouse: switch profiles, set DPI, buzz the haptics, paint the OLED, zero the gyro. Python, Node, AutoHotkey, a shell script, a watchdog on your second monitor — everything the control panel can do to the mouse, a script can do too.

It is off by default. Enable Enable X1 API in the X1 options menu, restart the app, and the endpoint is yours — a named pipe on Windows, a Unix socket on Linux and macOS. That is the whole difference between the two snippets below; the protocol itself is one line in, one line out.

import os
import socket

# Windows is a named pipe, macOS and Linux a Unix socket.
ENDPOINT = (
    r"\\.\pipe\swiftpoint.x1.v2.command"
    if os.name == "nt"
    else "/tmp/swiftpoint.x1.v2.command"
)

def send(command: str) -> str:
    """One command in, one line out. The X1 app has to be running."""
    if os.name == "nt":
        fd = os.open(ENDPOINT, os.O_RDWR)
        try:
            os.write(fd, (command + "\n").encode("utf-8"))
            return os.read(fd, 1024).decode("utf-8").strip()
        finally:
            os.close(fd)

    with socket.socket(socket.AF_UNIX, socket.SOCK_STREAM) as sock:
        sock.connect(ENDPOINT)
        sock.sendall((command + "\n").encode("utf-8"))
        return sock.recv(1024).decode("utf-8").strip()

print(send("DPI 1600"))            # OK
print(send("Profile Get"))         # Desktop
print(send("Vibrate 70 100"))      # OK — the mouse buzzes
import net from 'node:net';

// Windows is a named pipe, macOS and Linux a Unix socket.
// The doubled backslashes are JavaScript escaping, not the path.
const ENDPOINT = process.platform === 'win32'
  ? '\\\\.\\pipe\\swiftpoint.x1.v2.command'
  : '/tmp/swiftpoint.x1.v2.command';

function send(command) {
  return new Promise((resolve, reject) => {
    const sock = net.connect(ENDPOINT);
    let answer = '';
    sock.setEncoding('utf8');
    sock.on('connect', () => sock.write(`${command}\n`));
    sock.on('data', (chunk) => { answer += chunk; });
    sock.on('end', () => resolve(answer.trim()));
    sock.on('error', reject);
  });
}

console.log(await send('DPI 1600'));       // OK
console.log(await send('Profile Get'));    // Desktop
console.log(await send('Vibrate 70 100')); // OK — the mouse buzzes

Two commands to try first: Profile List shows you what is on the device right now, and OLED Message Ready puts a word on the screen in the mouse. From there it is a loop — read a status from somewhere, send a command, done.

x1 api v2 request → response
  1. one command per line, terminated with \n — the answer is OK, ERR <reason>, or a value

A sample device, answering canned replies — the point is the shape of the conversation. Send OLED Message Ready and the words appear on the mouse; send Vibrate 70 100 and it buzzes. Because the API talks to the mouse and not to the cloud, it also works for the things a profile cannot know: which window is in front, how long the build has been running, whether the match is over.

  • Profile switching from outside

    Switch on a hotkey or a watchdog script, when X1 cannot tell that anything changed.

  • The OLED as a dashboard

    Clock, CPU temperature, the current track, your live KDA — pushed to the mouse by a script.

  • Light as a state

    Green in the queue, red when you are dead, blue while recording. One line of code each.

  • Buzz on done

    Compilation finished, upload complete, an email arrived: a haptic pulse, no screen needed.

04 — the work

What people actually bind

The hardware is the same in all of these. What changes is the profile, which is why a profile is worth stealing: a good Tarkov layout is a hundred decisions you would otherwise make one painful evening at a time. Here is what those decisions usually look like.

Tactical shooters

CS2, Valorant, Tarkov, Hell Let Loose, Rainbow Six. Hold the right button to aim and the buttons underneath it get a second meaning.

  • tilt left / rightlean · Q / E
  • right button, deephold breath, DPI down
  • right + thumbcut and paste under one hand

MMO and RPG

WoW, Final Fantasy XIV, the usual suspects. You run out of keys long before you run out of buttons, which is the whole problem this mouse solves.

  • fingertipsability rows, consumables
  • tiltpotions, combo, target cycle
  • triggersfocus and new target

CAD and 3D

Fusion 360, SolidWorks, AutoCAD, Revit. The mouse becomes a navigation device: the gyro does what a three-button mouse would need a hand for.

  • tilt or joystickorbit the model
  • thumb buttonspan and zoom
  • deep clicktool, then its last setting

Creative and editing

Photoshop, Illustrator, Premiere, DaVinci, Canva. Tools on the fingertips, timeline work on the triggers, undo always where your hand expects it.

  • fingertipsbrush, eraser, zoom, hand
  • triggersripple delete, cut, marker
  • OLEDyour own HUD, not the default text

Office and the browser

Chrome, Excel, Sheets, mail. The everyday win: tab switching, editing and meetings without taking your hand off the mouse.

  • tiltprevious / next tab
  • right + thumb topcut
  • right + thumb bottompaste

Streaming and presenting

OBS, a meeting, a talk. Scenes, mute and the laser pointer on inputs that do not disturb whatever you are presenting.

  • triggersscene switch, mic mute
  • fingertipsstarting soon, overlay on
  • tiltthe next slide, hands-free

These are sketches, not presets. When a community member publishes the version that actually works for them, it is in the gallery — tagged with the game, and readable before you download it.

05 — the file

A profile, in four words

A profile is easy to picture as a list of keys. It is closer to a very small program, and four words are enough to read one: a group holds triggers, a trigger runs actions, and a trigger can sit nested under another one. Every guide on this site uses those four words, and so does everything on this page — including the tools, which are built to show you exactly these four things about a file.

Groups
One group per game or context, and inside it optional sub-profiles that a single button switches between — the same game with a different setup for a different job.
Triggers
What starts the action: a button press, a Deep Click force zone, a tilt or pivot gesture, a range of tilt angles, the wheel, a drag across the surface. A binding can fire on the way in and again on release, which is how one button can mean “hold to walk” and “tap to sprint”.
Actions
What then happens: press a key, click a mouse button, scroll, set the DPI, switch profile, run several actions in a row, write something to the OLED, vibrate. One trigger can also run a list of actions with delays and a repeat count between them: a long-press menu, a burst, a recoil pattern. A trigger with no action does nothing — and the Checker tells you so.
Nesting
A trigger indented under another one is active only while the trigger above it is held: hold Left Button and the bindings under it come alive, release it and they do nothing. There is no order to it and nothing waits for the row above. This is the part of a profile most worth reading before you download one, and it is the part the Checker prints as a tree.

What that looks like in a real profile

Input Trigger Action
Right button press, under 45 % force aim
Right button press, over 45 % force hold breath
Right button release, from any force DPI back to its base value
Left trigger hold, released on lift walk, and ADS on the way back
Tilt left / right lean, past 6° Q / E
Thumb, bottom press, hold 400 ms actions: clear map → wait → open map

Five lines, one file, and every one of them visible before you install it — that is what the profile cards and the Checker are for. If you would rather write the file than read it, the quickstart has you building one in five minutes.

06 — the short version

Start here

  1. If you only want someone else’s setup

    Search the profiles for your game. Read the mappings on the card, download the file, and import it with the X1 Control Panel. Ten minutes, no new software.

  2. If you want something nobody has built yet

    Open the Builder and start from a blank profile or an existing one. The quickstart walks through your first binding; the bindings guide is the reference for every input the mouse has.

  3. If you are not sure a file is any good

    Drop it into the Checker. It prints every trigger and action, every nested binding, the DPI stages and the OLED frames — and tells you what is bound to nothing, what fires inputs on activation, and what loops.

  4. If you want to give something back

    Sign in with Discord and publish. A published profile keeps the author’s name, shows up on the front page and in search, and comes back out of the download exactly as it went in. The OLED editor is where a published profile gets its screen.

07 — the people using it

From the community

Every profile here was exported from the Swiftpoint app by somebody and uploaded on purpose. That is the whole moderation story: there is nothing hidden, and you can read what a file does before you install it. The newest ones are below — the ones carried over from the old Swiftpoint forum say so.

Browse all profiles →

And the guides, which you can watch instead of read

The guides cover the Builder from the first binding to nesting, tilt and OLED work. The ones worth starting with are interactive: a recording of the real Builder, playable inside the editor, which performs every step while you watch. Replaying a guide changes nothing on your account and uploads nothing.

All guides →

Updates, and the people who answer

Everything that changes gets written down in the updates, marked as a website update or a mouse update so you can read only the half that concerns you. And if something is broken, stuck or confusing, the forum is a support desk: you open a ticket, a moderator marks it in progress, on hold or closed, and you are told which — no waiting in the dark.

Open tickets

  • No open tickets.

Go to the forum →

08 — the small print, in short

What happens to your files

  • Local first. The Builder, the Checker and the OLED editor do their work in your browser. Opening, editing and downloading a .spcf never sends it anywhere.
  • Publishing is the only upload. Nothing leaves your machine unless you press publish, and the file is then stored exactly as it was — the download you get back is byte for byte the file that was uploaded.
  • Replay is public, recording is not. Anyone can play a published guide. Only an admin can record one.
  • Discord is only for signing in. One scope, your display name and avatar, no email address. The privacy page lists everything that is stored, and who runs this says so in writing.
  • Unofficial. This is a volunteer community project. It is not operated by, sponsored by, or affiliated with Swiftpoint Ltd.