When a control panel needs to be mounted sideways, upside down, or at an angle, Device orientation (and, on a Stream Deck Studio, Viewing Angle) tells Buttons how it's actually mounted so button and encoder mapping (and on-screen icons) stay correct without you having to rebuild the layout.
Set Device orientation to match how the unit is physically mounted: Normal, Rotated clockwise, Upside-down, or Rotated counter clockwise.
Select Save.
This option isn't available for every surface type: it only appears for physical hardware and third-party devices, not for a Custom Web View or an iPad Mini browser surface, since those render in whatever orientation their browser window already has.
Buttons handles the remapping for you: rotating the device reassigns which physical button or encoder corresponds to which cell in the Position's grid, and rotates each key's rendered icon so it displays upright: you don't need to rebuild the layout or re-place any elements after changing this setting.
For example, here is the same Router Section on a Stream Deck Studio, first with Normal:
And with Upside-down. Seen on the desk, the layout is turned round and every key reads upside down. Once the unit is mounted upside down, it reads the right way up again, with the same buttons in the same places for the operator:
A Stream Deck Studio's screen-based keys can also be tilted to counteract the angle it's physically mounted at. Set Viewing Angle using its slider, from -45 to 45 degrees.
Viewing Angle only applies when Device orientation is Normal or Upside-down: the slider is disabled for Rotated clockwise or Rotated counter clockwise, since a sideways mount doesn't use the same tilt correction.
Buttons doesn't have a dedicated per-button or per-encoder verification mode: confirm placement is correct the direct way:
Turn on Identify device in the surface's settings to confirm you're looking at the right physical unit, especially if several are mounted nearby.
Press a button or turn an encoder in each corner of the panel and confirm each one triggers what you expect from that position in the Position's layout.
If anything is mapped unexpectedly, double check Device orientation matches the unit's actual physical mounting rather than trying to fix it by rearranging elements in the Position: the layout itself doesn't need to change for rotation.
Changing orientation automatically grows the Position's canvas if the rotated device no longer fits, but it doesn't shrink the canvas back down if you later rotate back to a smaller footprint, and it doesn't warn you if a new orientation would make this surface's footprint overlap another surface already placed on the same Position. If you rotate a device that shares a Position with others, double-check for overlap yourself afterward.