Go, Go, Godot!
  • 0

Share your Computer’s Mouse and Keyboard with your Steam Deck

August 3, 2022

I use an app called barrier. It allows you to share your mouse and keyboard with multiple devices. I use it, because I tend to have my laptop and Macbook sitting next to my PC, and it makes working across all devices very convenient. It’s a mix of a multi-monitor and multi-computer setup.

Concept

Your device with the peripherals runs in server mode and is aware of the screen configuration of all the devices around you. The other devices connect as clients. When you move the mouse across the screen boundaries, barrier will magically transport the cursor to the respective device, direct your keyboard input there, and share the clipboard between all devices.

Barrier Server Configuration

My main PC (named Battlestation, naturally 😎) is surrounded by other devices. I’ve added the Steam Deck to the right.

Barrier Client Install

I switched the Steam Deck itself to Desktop Mode (hold the power button). Then I used their “app store” (a GUI package manager), and installed the barrier client:

Launching Barrier Client on the Steam Deck

Since I had the mouse and keyboard connected, I tried just pressing the “Windows” (or Meta) key and started typing barrier. Look, nice, proper auto-completion.

Barrier Client Setup

On the first startup, it needs some configuration. Language, and client or server mode.

Connecting the Barrier Client

The client setup is simple, although auto-config doesn’t work in my case. The WiFi is on a different subnet, so I specified the IP of my PC manually.

Hit Start, and it will connect to the barrier server.

The mouse and keyboard are now shared. It’s pretty neat, now I can just move my PC mouse to the right edge of the screen, and it takes over the Steam Deck.

Clipboard Sharing

The cherry on top is that barrier also supports clipboard sharing. So you can copy from and paste to any device easily.

But here’s the rub: You have to press the shortcut native to the device. For example, if you’re on a Macbook, you’d press CMD+C to copy, but once the mouse is over on the Steam Deck, you’d have to paste with CTRL+V .

Depending on all the computers involved, it can get a bit weird. Okay, I’m on a Macbook with an external Mac keyboard, on a Remote Desktop of a Windows machine, running a Linux VM. Which key do I press to copy to the clipboard? That depends on which device you’re trying to copy data from.

But I digress. Now I can comfortably interact with the Steam Deck as part of my Desktop setup.

developer experiencegodotSteam Deck
Posted in Godot, Steam.
Share
PreviousGodot Engine 4 reaches beta
NextLaunching Godot Games on Steam Deck from the command line via Remote Shell

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • February 10, 2024

    Inventory System v1.6 available

    Per feedback, we’ve exposed more inventory user interface component signals to make it easier to react to slot/item interactions with custom logic. New features: In addition, these bug fixes are included:

  • March 20, 2025

    Inventory System 2 Alpha 4 available

    This release finally uses Godot Engine 4.4. It adds the GGCraftingSystem singleton and updates the GGInteractable2DStrategyCrafting class to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries. Some syntactic sugar was added as well. You can now easily …

  • November 23, 2024

    Inventory System v1.18 available

    A new version of the Inventory System is available. This release includes a new structure placement feature and improves crafting. Structure Placement Players can now place structures from their inventory. When using an inventory item representing a structure, the player is prompted to select where to place it. The included demo lets players place an …

  • January 15, 2025

    Inventory System 2 Alpha 1 available

    The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …

    © 2025 GoGoGodot.io. All rights reserved.