bunnyware CS2

A high-performance external utility for Counter-Strike 2 on Linux. Features GPU-skinned 3D player chams, dual-stage depth occlusion, legit aimbot with target prediction, seed-aware hitchance triggerbot, and direct kernel evdev hardware input injection.

BUNNYWARE EXTERNAL CS2 V2.0
144+ FPS
Zero-alloc OpenGL Overlay
0.0 ms
Direct evdev Kernel Dispatch
1,000+
Cloud Lineups (grenades.json)
Wayland & X11
Full Hyprland Compatibility

Dear ImGui Control Panel

Full replica of the standalone settings menu running alongside the transparent game overlay with shared OpenGL contexts. All 7 configuration categories and options are functional below.

logo Bunnyware
Weapon Category Profile
General Targeting
Aim Key
Trigger Key
Legit Aimbot
Field of View (FOV) 3.5°
Smoothing Factor 8.5
Smooth Curve
FOV Scaling
Target Bone
Aim Mode
Randomization
Recoil Compensation (RCS)
Pitch Scale (X) 1.00x
Yaw Scale (Y) 1.00x
RCS Smoothness 5.0
Seed-Aware Triggerbot
Hitchance Verification 84%
Noscope Hitchance 60%
Delay Before Shot 35 ms
Hitbox Scale 0.95x
Target Hitboxes
Chams
Visible Material Enemy player surface
Hidden Material Behind walls occlusion
Occlusion Engine
Metallic Roughness 0.35
Fresnel Exponent 3.0
ESP Overlay
Glow & Pulse Outline
Outline Thickness 2.0 px
Pulse Frequency 1.5 Hz
Bounding Box & Skeleton Styling
Box Style
Box Line Width 1.5 px
Skeleton Bone Width 1.5 px
Overlays & Metrics
Bar Rendering
Arrow Screen Radius 280 px
Kill FX Mode
World Features
Custom Crosshair Configuration
Crosshair Shape
Size 6 px
Gap 3 px
Thickness 1.5 px
Pathfinding & Navigation Mesh
Bomb & Round Timers
World Colors
HE Grenade Trajectory
Flashbang Trajectory
Smoke Grenade Trajectory
Molotov Fire Trajectory
Trajectories & Physics Prediction
Trajectory Line Width 2.0 px
Grenade Creator
Lineup Title
Type
Throw Mechanism
Grenade Helper (grenades.json)
Map Database Filter
Activation Distance 500 units
Aim Assist Snap Radius 4.0°
Grenade Solver (Trajectory Math)
Simulation Steps 64 ticks
Solution Accuracy Sub-unit precise
Global Settings
Movement Helpers
Hardware Input Injection (evdev)
Subsystem Linux evdev (/dev/input/event*)
Input Target Primary Mouse & Keyboard
Memory Reader process_vm_readv
Dispatch Latency < 0.1 ms
Auto Accept Matchmaking
Target Position X 50.0%
Target Position Y 50.0%
Accept Delay 1200 ms
Mouse Smoothing 12.0
Overlays & Spectator List
Keybinds Mapping
Jump Key
Crouch Key
Menu Toggle
Profile Management
Available Configurations
Configuration Name
GUI Preferences & Scale
Menu DPI Scale 1.0x
Menu Refresh Rate Limit 144 FPS
Theme Primary Accent
Card Background Tone
VPK Parser & Occlusion Engine
VPK Parser Status Cached (pak01_dir.vpk)
Map Geometry Cache 142,850 polys
GPU Depth Prepass FBO Active (DEPTH32F)
CPU BVH Raytrace 18,420 nodes
Memory Reader & Bridge
Ingestion Mode Live Mode (/proc/[pid]/mem)
Remote Process cs2 (PID 31428)
Local TPS Rate 64.0 / 64.0
Schema Offsets Dynamically Resolved
Hardware & Performance
Graphics API OpenGL 3.3 Core Profile
Overlay Frame Time 0.42 ms
Menu Frame Time 0.15 ms
Shared GL Contexts Initialized
ConVar Inspector
sv_cheats 0
mp_c4timer 40
cl_interp 0.015625

High-Performance External Architecture

Engineered from the ground up for modern Linux systems. Zero code injection, low overhead, and evdev hardware input simulation.

GPU-Skinned 3D Chams

Renders directly onto parsed VMDL player skeletal geometry with shaders for Metallic, Fresnel, Flat, and Pulsing styles with zero-allocation GL passes.

  • OpenGL 3.3 Compatibility Profile
  • Dynamic bone matrix interpolation
  • Customizable visible vs hidden shaders

Dual-Stage Occlusion Engine

Utilizes a GPU Depth Prepass rendering actual BSP/world geometry for pixel-perfect wall occlusion, with multi-threaded CPU BVH raytracing fallback.

  • GPU Depth buffer rendering
  • Multi-threaded CPU BVH raycaster
  • Automated map polygon caching

Legit Aim & Triggerbot

Natural mouse movement synthesis using progressive curve smoothing, FOV limits, dynamic recoil pitch/yaw compensation, and seed-aware hitchance verification.

  • Seed-aware weapon spread math
  • Capsule collision hitbox calculation
  • Target prediction & bone selection

Cloud Grenade Assistant

Synchronizes in real time with the static grenades.json cloud database, providing trajectory arcs, landing indicators, and lineup assist for every map.

  • 1,000+ competitive grenade lineups
  • Bounce physics & detonation radius
  • Automated map lineup filtering

Movement & Strafe Trainer

Physics-aware movement automation: automated edge jump detection, auto-bunnyhop, and real-time counter-strafe efficiency tracking.

  • Automatic Edge Jump detection
  • CStrafe coach with gain % metrics
  • Competitive Auto-Accept matchmaker

evdev Input Emulation

All mouse and keyboard events are dispatched through /dev/input/event* (evdev).

  • Direct evdev driver emulation
  • No user-space input hooks or X11 fake events
  • Direct memory reads via process_vm_readv

Compiling from Source

Bunnyware compiles natively using standard CMake and modern C++20 compilers (GCC 10+ or Clang 11+).

Install all required dependencies, compilers, OpenGL, and Wayland libraries via pacman:

bash — install-deps-arch.sh
sudo pacman -S base-devel cmake pkgconf glfw-x11 glew glm spdlog \ wayland wayland-protocols mesa libx11 libxext nlohmann-json python-pytest libevdev

Install dependencies for Ubuntu 22.04+ or Debian 12+:

bash — install-deps-deb.sh
sudo apt update && sudo apt install -y build-essential cmake pkg-config \ libglfw3-dev libglew-dev libglm-dev libspdlog-dev libwayland-dev \ wayland-protocols libx11-dev libxext-dev nlohmann-json3-dev libevdev-dev python3-pytest

Clone the repository and compile using multi-threaded CMake:

bash — build.sh
# 1. Clone repository git clone https://github.com/ilovebunniesbunbun/bunnyware.git cd bunnyware # 2. Configure build environment cmake -B build -S . -DCMAKE_BUILD_TYPE=Release # 3. Compile binaries across all CPU cores make -j$(nproc) -C build

Launch live production mode (attaches directly to CS2) or offline shared memory simulation mode:

bash — run.sh
# Mode A: Production Live Mode (requires root / input group for evdev & memory reads) sudo ./build/bunnyware # Mode B: Offline Simulation / Test Mode (no root required) BUNNYWARE_SHM_NAME="/bunnyware_shm_bridge" ./build/bunnyware

Add this window rule to your hyprland.conf to make the overlay click-through, non-focus-stealing, and pinned on top:

hyprland.conf — windowrulev2
# Bunnyware Overlay Window Rules (Modern Hyprland v2) windowrulev2 = float, class:^(bunnyware.overlay)$ windowrulev2 = pin, class:^(bunnyware.overlay)$ windowrulev2 = size 100% 100%, class:^(bunnyware.overlay)$ windowrulev2 = move 0 0, class:^(bunnyware.overlay)$ windowrulev2 = nofocus, class:^(bunnyware.overlay)$ windowrulev2 = noblur, class:^(bunnyware.overlay)$ windowrulev2 = noshadow, class:^(bunnyware.overlay)$ windowrulev2 = noanim, class:^(bunnyware.overlay)$ windowrulev2 = borderwidth 0, class:^(bunnyware.overlay)$ windowrulev2 = suppressevent maximize, class:^(bunnyware.overlay)$

Download Binaries & Releases

Pre-compiled standalone Linux x86_64 binaries ready to launch.

bunnyware v2.0.0 Latest Build
Release Archive
  • Platform: Linux x86_64 (glibc 2.33+, Arch, Ubuntu, Fedora, Debian)
  • Architectures: Dual-Window Dear ImGui + Transparent OpenGL Overlay
  • Input Subsystem: Linux evdev (/dev/input/event*)
  • Included Assets: VPK LZ4 model parsers, font cache, grenade profiles

Prerequisites & Permissions

To run the binary directly, extract the tarball and launch with superuser permissions (or configure an input udev rule) so the engine can emit evdev hardware events and read process_vm_readv:

tar -xzf bunnyware-v2.0.0.tar.gz
sudo ./bunnyware

Tip: Open the ImGui menu with the INSERT key at any time to switch weapon profiles, tune smoothing curves, or adjust occlusion shaders.

logo Built-in Cloud Grenade Database (grenades.json)

Bunnyware automatically synchronizes competitive grenade trajectories from https://bunnyware.fun/grenades.json. You can inspect or contribute lineups directly.

View Raw Database