First-Person Dual Arms
Independently controlled left and right first-person arms and weapons, with separate firing and aerial-support mechanics.
Operational
Working dual-input control framework · Built in Unreal Engine 5
One player. Two physical mice. Two independently routed operators.
DualOperation is a working dual-input control framework. One player independently controls multiple characters, weapons, hands, cursors, vehicles, and gameplay systems — simultaneously — using two mice.
What It Is
DualOperation is an Unreal Engine framework that allows one player to control two independent pointing devices at the same time.
Each mouse is routed to its own Operator: a separate input channel with its own cursor, reticle, aim data, targeting rules, and interaction context. Those Operators can control different characters, arms, weapons, vehicles, or gameplay systems without being collapsed into a single conventional mouse input.
The architecture is already operational and demonstrated across six playable implementations, including dual-character control, independent first-person weapons, vehicle control, color-based targeting, and cooperative environmental interactions.
The current objective is to package these systems as a reusable Unreal Engine developer template—providing the foundation for other developers to experiment with, extend, and build entirely new forms of single-player coordination.
Demonstrations
Each mode below is a working, playable demonstration of the framework running in Unreal Engine. All footage is real captured gameplay — nothing staged, nothing mocked up.
Independently controlled left and right first-person arms and weapons, with separate firing and aerial-support mechanics.
Operational
A focused single-character implementation using the core aiming, targeting, and operator architecture.
Operational
Two characters controlled simultaneously using independent dual-mouse cursors and operator systems.
Operational
A structured training and validation environment demonstrating DualOperation's color-targeting grammar.
Operational
A mode where operator colors dynamically change, forcing the player to continually recalibrate.
Operational
Cooperative pressure pads, color switches, speed roads, breakable barriers, synchronized interactions, and dual-character navigation.
Operational
Documentary
A development documentary tracing the path from competitive aim calibration and multiboxing research through experimental hardware, independent mouse input, Unreal Engine development, and the emergence of DualOperation.
Plays via YouTube System overview
Three layers separate DualOperation from ordinary input handling. A deeper technical breakdown is planned as a dedicated framework page.
Raw input from multiple physical mice is captured and kept separate, rather than merged into a single OS cursor. Each device remains an independent, addressable input stream.
Each input stream drives an Operator: a self-contained control context with its own cursor, reticle, targeting state, and bindings. Operators attach to characters, arms, weapons, and interactive systems.
Color is the language of control. Targets, reticles, and interactions are validated through a color-matching grammar, giving each operator a readable, testable rule set for what it may affect.
Project status
DualOperation is presented exactly as it stands. Systems are labeled operational only when they run in-engine and are demonstrated; everything else is labeled for what it is.
Working now. Demonstrated in-engine.
Being packaged and documented for other developers.
Built and under active investigation. Not yet stable.
Future possibilities under exploration. No working implementation is claimed.
Developer template
The current direction of the project is to package the DualOperation operator architecture as a reusable template for Unreal Engine developers.
At the center of the template is the Dual Mouse Input plugin, a custom C++ Unreal Engine plugin developed with AI-assisted programming. The plugin allows Unreal Engine to distinguish between two separate physical mice and expose them as independent input devices.
This enables projects to use two simultaneous cursors, reticles, aiming systems, or operator controls rather than combining both mice into the single cursor normally provided by the operating system.
The plugin also exposes device-specific input events to Blueprints, allowing developers to assign button mappings and gameplay actions independently to Device A and Device B. Each mouse can therefore control its own firing inputs, cursor movement, interaction logic, or operator-specific abilities.
Built around that foundation, the broader operator architecture includes reusable input capture, operator contexts, cursor and reticle systems, Blueprint-facing device mappings, and the chromatic targeting grammar.
Together, these systems are being prepared as a developer template: a foundation for anyone who wants to explore multi-device control schemes, dual-operator mechanics, or entirely new forms of interaction within Unreal Engine.
The template is currently in preparation and has not yet been released. Its final scope, packaging format, engine compatibility, documentation, and distribution channel will be announced when they are settled — not before.
Contact
Development is documented in public. Reach out directly or follow the channels.