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Troubleshooting Order

Use this order when something feels wrong:

  1. Confirm build family: DML or CUDA.
  2. Confirm model type: .onnx for DML, .engine for TensorRT, or .onnx when you want CUDA to generate a new engine.
  3. Confirm capture is showing the expected content.
  4. Confirm selected input_method has its required runtime/device.
  5. Turn on useful logs or diagnostics.
  6. Rebuild through the matching wrapper and run a real DML or CUDA smoke test after source changes.

More specific guides:

Detection Works, But Aim Does Not Move

Common symptoms:

  • Detection works, but aim does not move in game.
  • ESP or preview shows the target, but aim and auto-shoot do not work.
  • Auto-shoot sometimes works, but auto-aim does not.
  • The GUI opens with Home, but the game still ignores movement.
  • Users try WIN32, GHUB, MAKCU, Arduino, or KMBOX without knowing which part failed.

If boxes or preview detections are visible, capture and model loading are usually already working. Check the input chain next.

WIN32 is the standard Windows input path. Some games ignore or block Win32 synthetic mouse events, so WIN32 can work on the desktop while doing nothing inside the game. When that happens, changing model confidence, FOV, or smoothing will not fix movement.

Use this order:

  1. Check the console line for the selected method, for example [Mouse] Using WIN32 input.
  2. If WIN32 is selected, test movement outside the game.
  3. If movement works outside the game but not in game, use another input_method.
  4. For games that block Win32 input, connect and configure a supported external input device or runtime, such as Arduino/RP2350/Teensy, KMBOX, MAKCU, G HUB, or Razer.
  5. After switching methods, confirm the device-specific logs show a connected/open state. The app does not silently fall back to WIN32 when a hardware/runtime method fails.

See Input methods for setup details and method-specific checks.