CS2 Crosshair Generator
Build your perfect CS2 crosshair with real-time map preview. Adjust every parameter — size, color, thickness, gap, outline, center dot, and T-style. Copy the crosshair code or download the .cfg file.
Edit or paste in the box to apply instantly; or click "Import" then Save
Click to load a pro crosshair
How to import this crosshair in CS2
Method 1 · Crosshair Share Code (Recommended)RECOMMENDED
Open the CS2 main menu → Settings → Game → Crosshair, then find the "Share or Import" box at the bottom-right of the crosshair preview map. Paste the crosshair code above and it applies instantly. This is the most common method used by pros and the community.
CSGO-5BKet-eJFDj-hnzej-vHNBw-2UsFFMethod 2 · Console Commands
First enable the developer console: Settings → Game → Enable Developer Console (~), then press ~ in-game to open it. Paste the command block below and press Enter. CS2 updates the crosshair immediately — no restart needed. (The console method can have occasional compatibility issues; importing the share code in Method 1 is preferred.)
cl_crosshair_drawoutline "1"
cl_crosshair_dynamic_maxdist_splitratio "0.5"
cl_crosshair_dynamic_splitalpha_innermod "1"
cl_crosshair_dynamic_splitalpha_outermod "1"
cl_crosshair_dynamic_splitdist "0"
cl_crosshair_outlinethickness "1"
cl_crosshair_t "0"
cl_crosshairalpha "255"
cl_crosshaircolor "1"
cl_crosshaircolor_b "0"
cl_crosshaircolor_g "255"
cl_crosshaircolor_r "0"
cl_crosshairdot "0"
cl_crosshairgap "-2"
cl_crosshairgap_useweaponvalue "0"
cl_crosshairsize "2"
cl_crosshairstyle "4"
cl_crosshairthickness "0.5"
cl_crosshairusealpha "1"
cl_fixedcrosshairgap "0"
cl_crosshair_recoil "0"Every CS2 crosshair parameter broken down with recommended ranges and pro examples — 15 fields covering color, length, gap, thickness, alpha, outline, center dot, T-style and dynamic split.
| Parameter | What it changes | Sweet spot | Pro reference |
|---|---|---|---|
| Color | Fills the crosshair lines with a solid color. Your only job is contrast — pick a shade that separates from the walls, sky and smokes you usually aim into, so your eye locks the reticle without hunting for it. | Cyan (#00FFFF) or Green (#00FF00); both cut through Dust2 sand and Mirage sky. Yellow (#FFFF00) for dark Nuke corners. | Holding palace on Mirage, a cyan crosshair stays readable against the beige wall and orange ticket booth, so the first AK-47 burst lands where you aim. |
| Style | Switches the crosshair shape between Classic (CS:GO-style gap), Classic Static (no gap bloom) and Legacy (1.6-style). Static keeps the gap fixed during movement so pre-aim reads the same every time. | Classic Static — a stable gap that does not open up while you strafe. | s1mple-style rifle crosshairs use Classic Static so the gap stays identical whether standing or counter-strafing on Dust2 long. |
| Dynamic / Static | Toggles whether the crosshair splits and spreads while moving or spraying. Dynamic shows a gap that opens during movement (visual recoil feedback); Static keeps four fixed lines for a clean aim reference. | Static for riflers; Dynamic only if you want spread feedback during spray practice. | Most Faceit-level riflers run Static so the four lines stay put while flicking onto a head peeking ramp on Nuke. |
| Length | How far each line reaches outward from center. Short lines keep the reticle tight and out of the way; longer lines frame the head with a bigger reference but can clutter at distance. | 1.5 to 4 — tight enough to stay clean, long enough to spot a shoulder at a corner. | A length of 2.5 keeps Mirage mid lines close enough that a head poking connectors still sits inside the gap at 20 meters. |
| Thickness | How thick each line draws. A 1-pixel line feels surgical for headshots; a 2-pixel line is faster to pick up on busy backgrounds like Inferno orange walls. | 1 to 1.5 — thin enough to stay precise, thick enough to spot at a glance. | Thickness 1 holds up for AK-47 taps; bump to 1.5 on bright Mirage mid where a 1-pixel line gets lost in the sand. |
| Gap | The space between the crosshair center and where the lines begin. A wider gap leaves a clean hole for the enemy head to sit inside; a tighter (or negative) gap closes the reticle into a tight cross. | -3 to 1 — a small gap frames the head cleanly without hiding the target. | A gap of -1 leaves just enough room that a head at 15 meters on Dust2 long A fits inside the center so you know when to fire. |
| Alpha (Opacity) | Controls how solid the lines render, 0 (invisible) to 255 (full). Lower alpha softens a bright reticle on light maps; full alpha keeps it unmistakable during fast flicks. | 200 to 255 — solid enough to track, not blinding on bright maps. | Alpha 255 keeps the lines locked during a 180 flick onto a T flanking from Mirage underpass. |
| Outline | Draws a dark border hugging each line. It rescues a bright reticle from disappearing against a bright skybox or white vent — the stroke that keeps your aim readable everywhere. | 1 (one pixel) — a faint outline keeps the crosshair visible on every surface. | Holding an AWP angle toward CT spawn on Dust2, the outline keeps the crosshair visible even scoped into the washed-out blue sky behind long doors. |
| Center Dot | Drops a tiny dot dead-center in the gap. Noise for most, but if you run a dot-only reticle for AWP holds it marks the exact pixel where round one lands. | Off for riflers; On for a dot-only AWP crosshair. | Pre-aiming goose on Dust2 with a Deagle, a center dot confirms the first 53-damage bullet tags the head through dim corner light. |
| T-Style | Turns the bottom line into a T shape (a short vertical stub below the gap). Some players find the T easier to center vertically on heads; most leave it off for a cleaner cross. | Off for a standard cross; On only if the T helps your vertical centering. | A T-style crosshair on Inferno helps frame heads dropping from apartments, but most pros keep it off for a cleaner gap. |
| Split Distance | Only used in Dynamic style — how far the four lines fly apart while you move or spray. Bigger spread visualizes inaccuracy more aggressively during movement. | 3 to 7 — readable spread without flinging the lines off-screen. | On Dust2 long, a split distance of 5 shows clearly when you are still strafing and bullets will not land on the dot. |
| Fixed Gap | Only in Dynamic style — overrides the normal Gap with a fixed spacing used while the crosshair is split, so the spread baseline stays consistent regardless of your gap setting. | 0 to 3 — keep close to your normal gap for a consistent feel. | Setting fixed gap to 2 keeps the split reticle familiar when jiggle-peeking on Overpass. |
| Inner Split Alpha | Only in Dynamic style — opacity of the four inner split lines. Higher keeps them visible while spread; lower fades them so the gap stays clean during movement. | 0.5 to 1.0 — visible enough to read the spread. | Inner split alpha 0.8 keeps the dynamic lines readable while counter-strafing an M4 duel on Overpass. |
| Outer Split Alpha | Only in Dynamic style — opacity of the outer split lines. Controls how loud the outer spread reads during movement and spray. | 0.3 to 0.6 — subtle so the outer bloom does not distract. | Outer split alpha 0.5 keeps the spread feedback without flooding the screen during an AK-47 spray on Inferno. |
| Split Size Ratio | Only in Dynamic style — scales the overall size of the split bloom. Higher inflates the spread dramatically; lower keeps it tight. Tune with Split Distance for the feedback you want. | 0.3 to 0.7 — moderate bloom that shows inaccuracy without chaos. | A ratio of 0.5 with split distance 5 gives readable movement feedback on Nuke without turning the reticle into a star. |
Fills the crosshair lines with a solid color. Your only job is contrast — pick a shade that separates from the walls, sky and smokes you usually aim into, so your eye locks the reticle without hunting for it.
Holding palace on Mirage, a cyan crosshair stays readable against the beige wall and orange ticket booth, so the first AK-47 burst lands where you aim.
Switches the crosshair shape between Classic (CS:GO-style gap), Classic Static (no gap bloom) and Legacy (1.6-style). Static keeps the gap fixed during movement so pre-aim reads the same every time.
s1mple-style rifle crosshairs use Classic Static so the gap stays identical whether standing or counter-strafing on Dust2 long.
Toggles whether the crosshair splits and spreads while moving or spraying. Dynamic shows a gap that opens during movement (visual recoil feedback); Static keeps four fixed lines for a clean aim reference.
Most Faceit-level riflers run Static so the four lines stay put while flicking onto a head peeking ramp on Nuke.
How far each line reaches outward from center. Short lines keep the reticle tight and out of the way; longer lines frame the head with a bigger reference but can clutter at distance.
A length of 2.5 keeps Mirage mid lines close enough that a head poking connectors still sits inside the gap at 20 meters.
How thick each line draws. A 1-pixel line feels surgical for headshots; a 2-pixel line is faster to pick up on busy backgrounds like Inferno orange walls.
Thickness 1 holds up for AK-47 taps; bump to 1.5 on bright Mirage mid where a 1-pixel line gets lost in the sand.
The space between the crosshair center and where the lines begin. A wider gap leaves a clean hole for the enemy head to sit inside; a tighter (or negative) gap closes the reticle into a tight cross.
A gap of -1 leaves just enough room that a head at 15 meters on Dust2 long A fits inside the center so you know when to fire.
Controls how solid the lines render, 0 (invisible) to 255 (full). Lower alpha softens a bright reticle on light maps; full alpha keeps it unmistakable during fast flicks.
Alpha 255 keeps the lines locked during a 180 flick onto a T flanking from Mirage underpass.
Draws a dark border hugging each line. It rescues a bright reticle from disappearing against a bright skybox or white vent — the stroke that keeps your aim readable everywhere.
Holding an AWP angle toward CT spawn on Dust2, the outline keeps the crosshair visible even scoped into the washed-out blue sky behind long doors.
Drops a tiny dot dead-center in the gap. Noise for most, but if you run a dot-only reticle for AWP holds it marks the exact pixel where round one lands.
Pre-aiming goose on Dust2 with a Deagle, a center dot confirms the first 53-damage bullet tags the head through dim corner light.
Turns the bottom line into a T shape (a short vertical stub below the gap). Some players find the T easier to center vertically on heads; most leave it off for a cleaner cross.
A T-style crosshair on Inferno helps frame heads dropping from apartments, but most pros keep it off for a cleaner gap.
Only used in Dynamic style — how far the four lines fly apart while you move or spray. Bigger spread visualizes inaccuracy more aggressively during movement.
On Dust2 long, a split distance of 5 shows clearly when you are still strafing and bullets will not land on the dot.
Only in Dynamic style — overrides the normal Gap with a fixed spacing used while the crosshair is split, so the spread baseline stays consistent regardless of your gap setting.
Setting fixed gap to 2 keeps the split reticle familiar when jiggle-peeking on Overpass.
Only in Dynamic style — opacity of the four inner split lines. Higher keeps them visible while spread; lower fades them so the gap stays clean during movement.
Inner split alpha 0.8 keeps the dynamic lines readable while counter-strafing an M4 duel on Overpass.
Only in Dynamic style — opacity of the outer split lines. Controls how loud the outer spread reads during movement and spray.
Outer split alpha 0.5 keeps the spread feedback without flooding the screen during an AK-47 spray on Inferno.
Only in Dynamic style — scales the overall size of the split bloom. Higher inflates the spread dramatically; lower keeps it tight. Tune with Split Distance for the feedback you want.
A ratio of 0.5 with split distance 5 gives readable movement feedback on Nuke without turning the reticle into a star.
How to generate a CS2 crosshair code?
1) Pick a base style (classic cross, dot, T-style); 2) Adjust size, thickness and gap; 3) Choose a color visible on every map; 4) Add a center dot and outline as needed; 5) Test live on Dust2, Mirage, Inferno and more; 6) Click "Copy Code" for the cl_crosshair commands, or "Download .cfg" to export the config.
How to test the crosshair live on map preview?
Adjust size, thickness, gap, outline, center dot, color and T-style and they preview in real time on CS2 maps like Dust2, Mirage and Inferno. When satisfied, copy the code or download the cfg to import.
Which color is most visible?
The color with the highest contrast against map backgrounds is most visible. Cyan, green, and yellow stand out on most maps.
What are the best crosshair settings for headshots?
For headshots: small size (1.5-2.5), thin lines (thickness 0.5-1), tight gap (-3 to -1), bright color (cyan, green or yellow). Add a center dot for precision and test on Dust2 and Mirage.
How to import an existing code or download .cfg?
Paste a CSGO-xxxx share code copied from CS2 to load its settings; when done, click "Download .cfg" to save the config, drop it in cs2/cfg/, then run exec filename in console.
How to restore the default crosshair?
Click "Reset All" to restore the default parameters instantly; to start completely fresh, just reload the page.
Does it work on mobile?
Yes, the generator is fully responsive and works on phones, tablets and desktops. Design on any device, then copy the code or download the cfg for use on your PC.