- Status
- Offline
- Joined
- Mar 3, 2026
- Messages
- 447
- Reaction score
- 7
Anyone who's messed with C# external bases for CS2 knows the 'invisible box' struggle. You get your ImGui.NET menu up, the features work, but the second you drag it past a tiny square in the top-left, it vanishes. This usually comes down to how ClickableTransparentOverlay or your specific wrapper handles screen coordinates and window bounds.
The Technical Reality
Most of these C# overlay wrappers initialize a window. If you haven't explicitly set that window to full-screen or matched your game's resolution, the OS just clips the drawing surface to the default size (often something tiny like 800x600 or less). The menu is technically 'there' and clickable, but the graphics pipeline isn't rendering anything outside that initial rectangle.
Common Fixes to Check:
It is a classic logic error—you are rendering a 1080p menu on an 800x600 invisible canvas. Fix the canvas, fix the menu. Don't go insane over basic screen space mapping.
Anyone else run into this with specific multi-monitor setups or DPI scaling?
The Technical Reality
Most of these C# overlay wrappers initialize a window. If you haven't explicitly set that window to full-screen or matched your game's resolution, the OS just clips the drawing surface to the default size (often something tiny like 800x600 or less). The menu is technically 'there' and clickable, but the graphics pipeline isn't rendering anything outside that initial rectangle.
Common Fixes to Check:
- Overlay Initialization: Ensure you're passing your actual monitor resolution or the CS2 window bounds to the overlay constructor.
- Window Flags: Check if the overlay window is actually covering the whole screen or just a fixed region in the corner.
- Viewport Setup: In ImGui.NET, verify your ImGui.GetIO().DisplaySize matches what your hardware actually reports.
- Verify DPI scaling isn't messing with the coordinates in Windows Settings.
- Use a debugger to print out the width and height of the overlay window during runtime.
- If you're using a specific library like ClickableTransparentOverlay, look for the initialization parameters for the overlay window dimensions.
- Use a debugger to print out the width and height of the overlay window during runtime.
- If you're using a specific library like ClickableTransparentOverlay, look for the initialization parameters for the overlay window dimensions.
It is a classic logic error—you are rendering a 1080p menu on an 800x600 invisible canvas. Fix the canvas, fix the menu. Don't go insane over basic screen space mapping.
Anyone else run into this with specific multi-monitor setups or DPI scaling?