CurseForge · Minecraft mod
Gesture Keys
A client-side Minecraft mod with multi-stroke mouse gesture control keybindings/client commands.
Quick answer
Which Gesture Keys release should I use?
Gesture Keys gesturekeys-fabric-1.21.1-1.2.0.jar targets 1.21.1 with Fabric. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Gesture Keys required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Gesture Keys gesturekeys-fabric-1.21.1-1.2.0.jar need?
gesturekeys-fabric-1.21.1-1.2.0.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Gesture Keys without breaking your instance.
Built for Gesture Keys gesturekeys-fabric-1.21.1-1.2.0.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use gesturekeys-fabric-1.21.1-1.2.0.jar. It targets 1.21.1 with Fabric; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside gesturekeys-fabric-1.21.1-1.2.0.jar. It opens that exact file at the source.
About this project
What does Gesture Keys add?
GestureKeys
Turn everyday actions into mouse gestures. A client-side Minecraft mod with multi-stroke mouse gesture control keybindings/client commands.
- Draw an action: bind gestures to vanilla or modded game actions, or run local client commands.
- Use multiple strokes: lift the mouse button and continue, with multiple samples per gesture.
- Choose from nine glass styles: liquid glass, mica, crystal, and more, with independent interface and trail colors.
- Preview as you adjust: see style, strength, and color changes immediately; save to apply or cancel to discard.
First time? Open settings and create and save a gesture before drawing it in the game.
Quick start
Create your first gesture
- Enter a world, hold Left Alt, and click the gear in the lower-left corner to open settings. You can then release Alt.
- Select New gesture and enter a name, such as “Open inventory.”
- Choose the corresponding Game action, record a sample, and select Finish recording.
- Use Test recognition to check the result, save the gesture, and return to the game.
- Hold Left Alt again, draw the gesture with the left mouse button, and release Alt to execute.
You can also open settings from the mod list's configuration entry or with /gesturekeys config.
Drawing controls
| Input | Effect |
|---|---|
| Hold Left Alt | Open the gesture overlay and show the mouse cursor |
| Hold and drag the left mouse button | Draw the current stroke |
| Release the left button, then draw again | Add another stroke while keeping the existing trail |
| Right mouse button | Clear all strokes and start over |
| Release Alt | Recognize the gesture and execute its bound action |
| Esc | Cancel the current drawing |
The bottom panel shows the candidate gesture, confidence, action, or rejection reason while drawing. The action runs only when you release Alt. Accepted gestures execute without an extra success notification. Rejected gestures briefly show “Not recognized” or “Gesture conflict” above the hotbar. Releasing Alt without drawing, or after clearing the drawing, produces no notification.
Change the activation key in Options → Controls → Key Binds → GestureKeys. The gesture overlay opens only during normal gameplay.
Gestures and actions
Each gesture supports 1–8 samples, with up to 128 gestures in total. Creating and editing use drafts; canceling does not change saved gestures.
Both the gesture list and game-action picker support mouse-wheel paging: scroll down for the next page and up for the previous page. Pages do not wrap at either end. The footer shows the item count and Page n / x; an empty list shows Page 1 / 1. Paging through actions preserves the search query; changing the query returns to the first page.
Available action types
| Action type | Behavior |
|---|---|
| Game action: click once | Trigger the action once and provide a pressed state for 1 tick |
| Game action: timed hold | Keep the action pressed for 1–200 ticks, defaulting to 1 tick |
| Client command | Run a locally registered client command, with or without a leading / |
Search for game actions by name. Vanilla actions and modded actions registered through KeyMapping are supported, including actions without a physical key binding. Changing the physical binding in the game's controls does not require reconfiguring the gesture.
Normally, 20 ticks are about 1 second; client stalls can affect the actual duration. Triggering the same action again restarts its timer. Simulated pressed states are released when you enter another screen, switch away from the game window, or leave the world.
You can use /gesturekeys to try a client command. Unknown commands, invalid arguments, and execution failures display an error. Commands are not automatically forwarded to the server. The command itself may produce its own feedback.
Tune recognition
Use the sliders in Recognition & appearance, or adjust them with the arrow keys in 1-percentage-point steps.
| Setting | Default | Range | Effect |
|---|---|---|---|
| Minimum confidence | 78% | 60–95% | Lower is more permissive; higher is stricter |
| Minimum candidate gap | 6% | 2–15% | Higher values reject similar candidates more readily |
Start with the defaults, record additional naturally drawn samples, and make different gestures visually distinct. The editor warns when a sample is too similar to another gesture.
Which drawing differences does recognition ignore?
Recognition ignores position, overall size, drawing speed, stroke order, starting point, drawing direction, and how the same path is split into strokes. Rotation, mirroring, and aspect-ratio differences still help distinguish shapes. Geometrically identical shapes cannot be distinguished by shape alone.
Trail smoothing affects display only. Recognition and saved samples use the original coordinates and are not changed by appearance settings.
Appearance
Open Recognition & appearance in settings to change the glass style, blur and refraction strength, reveal animation, and colors.
Nine glass styles
Click Glass style below the strength slider to cycle through the styles, including Off.
| Liquid glass | Frosted glass | Glassmorphism |
|---|---|---|
| Acrylic | Mica | Smoked glass |
| Gradient glass | Aurora glass | Crystal glass |
Each style has its own blur, opacity, refraction, grain, highlights, and color effects. Adjust Glass blur & refraction from 50–150% in 1-percentage-point steps.
Independent interface and trail colors
Both color pickers offer 12 presets, an HSV palette, and HEX input.
| Color setting | Applies to |
|---|---|
| Interface color | Glass surfaces, control highlights, and accents; text and status stay readable |
| Trail color | In-game drawing, sample recording, recognition tests, and gesture thumbnails |
Style, strength, and color changes preview immediately, without saving first.
| Screen | Done or Save | Cancel or Esc |
|---|---|---|
| Color picker | Return the chosen color to the appearance draft | Discard this color edit |
| Recognition & appearance | Save all draft settings to the configuration | Discard all unsaved changes |
Canceling the color picker restores the color from before it was opened. Trails use an antialiased shader, rounded ends and joins, and lightweight smoothing, while preserving sharp corners, endpoints, and gaps between strokes. If a shader fails to load or render, glass controls fall back to translucent rounded controls; trails also have a geometry fallback.
Project description from CurseForge.
Pick your setup
Gesture Keys by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Gesture Keys versions and loaders
gesturekeys-fabric-1.21.1-1.2.0.jar
1 Nov 2026
gesturekeys-neoforge-1.21.1-1.2.0.jar
1 Nov 2026
gesturekeys-neoforge-1.21.1-1.1.0.jar
30 Oct 2026
gesturekeys-fabric-1.21.1-1.1.0.jar
30 Oct 2026
gesturekeys-fabric-1.21.1-1.0.0.jar
27 Oct 2026
gesturekeys-neoforge-1.21.1-1.0.0.jar
27 Oct 2026
Looking for an older file? The official CurseForge project page is in Resources.