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.
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.
Engineered from the ground up for modern Linux systems. Zero code injection, low overhead, and evdev hardware input simulation.
Renders directly onto parsed VMDL player skeletal geometry with shaders for Metallic, Fresnel, Flat, and Pulsing styles with zero-allocation GL passes.
Utilizes a GPU Depth Prepass rendering actual BSP/world geometry for pixel-perfect wall occlusion, with multi-threaded CPU BVH raytracing fallback.
Natural mouse movement synthesis using progressive curve smoothing, FOV limits, dynamic recoil pitch/yaw compensation, and seed-aware hitchance verification.
Synchronizes in real time with the static grenades.json cloud database, providing trajectory arcs, landing indicators, and lineup assist for every map.
Physics-aware movement automation: automated edge jump detection, auto-bunnyhop, and real-time counter-strafe efficiency tracking.
All mouse and keyboard events are dispatched through /dev/input/event* (evdev).
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:
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+:
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:
# 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$(nproc) -C build
Launch live production mode (attaches directly to CS2) or offline shared memory simulation mode:
# Mode A: Production Live Mode (requires root / input group for evdev & memory reads)
sudo ./build/bunnyware
# Mode B: Offline Simulation / Test Mode (no root required)
BUNNYWARE_SHM_NAME="/bunnyware_shm_bridge" ./build/bunnyware
Add this window rule to your hyprland.conf to make the overlay click-through, non-focus-stealing, and pinned on top:
# Bunnyware Overlay Window Rules (Modern Hyprland v2)
windowrulev2 = float, class:^(bunnyware.overlay)$
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)$
Pre-compiled standalone Linux x86_64 binaries ready to launch.
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.