Stable

Latest version that is considered stable
v1.8.8572 10 hours ago
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Alpha

Early version contains newest features and usually better performance but may be less stable
v1.8.8572 10 hours ago
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1.7.8572

11 hours ago

Bugfixes/Improvements

  • [UI] Fixed a problem with Popups not reacting on mouse clicks - WebView2 issue
  • [UI] TargetWindow - changed expression to be WindowHandle || ProcessName || WindowTitle instead of WindowHandle || WindowTitle || ProcessName

1.7.8559

2 days ago

New Release – 1.8 (RU/EN)

What's New?

Mini-apps – EyeAuras-based Standalone Applications

Over the past few months, most of the development has been focused on C# scripting. Many changes were introduced, primarily aimed at simplifying development and improving compatibility with various NuGet packages. The focus shifted from visual programming towards improving the user experience when working with scripts. The goal is to make it as easy and intuitive as possible to create mini-apps that do something useful — whether it be a small automation tool or a full-fledged bot. Under the hood, they will leverage the full power of EyeAuras, but on the surface — it's entirely up to you.

To support this, there's already a powerful feature set:

  • Packs – the ability to bundle your application into a portable ZIP archive -- Includes built-in support for updates, rollbacks, settings persistence, etc. Everything EyeAuras has gained over the years is now available to your apps.
  • Script Protection – the code you write will be protected from prying eyes -- Essential for most paid applications. You don't even have to worry about how it works internally.
  • Sublicenses – if your mini-app is not free, you can easily integrate a sublicensing system based on EyeAuras infrastructure for license payments and tracking, while you receive the revenue.

And that’s not all — crypto payment support and full UI hiding will be added soon, along with many other improvements. The mission is to drastically reduce the time between having an idea and getting your app running on a happy user's machine.

I believe mini-apps may become the primary way to fund the rest of EyeAuras development (discussed below). Time will tell how accurate that assumption is.

What About Behavior Trees, Macros, Auras?

Nothing bad! Yes, upcoming months will likely be script-focused, but the roadmap includes:

Full Migration of EyeAuras to a New UI Framework

This includes auras, triggers, and actions. The annoying lags when switching auras will finally be gone. Load times will improve by ~3–5 seconds. This migration will take about one year.

Introduction of a New Automation System – Blueprints

We already have Auras, Macros, Behavior Trees, and Scripts. Each has its strengths: Trees for bots, Auras for small automations (e.g., auto-pots), Macros for predefined action sequences, and Scripts as a universal hammer.

But there’s always room to grow. Inspired by Unreal Engine Blueprints, we aim to create a new visual programming tool: Blueprints. The idea is to place Auras and logic blocks on the same canvas (similar to BT editor) and define interactions between them — reactions to aura triggers, execution sequences, event logic, loops, etc. You can also call BTs and Macros from within.

This will take months, but initial prototypes may appear later this year.

![UE Blueprints](https://s3.eyeauras.net/media/2025/07/cVmh4XpGah1YWsHN.png =x400)

EyeAuras SDK (NuGet Package)

This is the logical evolution of mini-apps — but with your app as the primary product, and EyeAuras becomes a toolkit.

Want to capture the screen? Done. Simulate input using 10+ methods? No problem. Embed C# scripting so users can write their own automation logic? Yes — EyeAuras scripting is now a standalone, mature engine.

Every capability in EyeAuras is available as a plug-in module.

The technical challenges have been solved. Early SDK versions can already be used in C# projects via NuGet. Licensing/distribution details are being finalized. The SDK will be commercial — one-time purchase, use it however and as much as you like. It will be a fully autonomous product, not tied to EyeAuras infrastructure.

Expect more info in the second half of the year.

DMA / FPGA Integration EN / RU

📎 More info, examples, and scripts — here

DMA (Direct Memory Access) is a technology that allows reading or writing data directly to computer RAM without involving the CPU or OS. This makes it possible to access any process’s memory, even those protected by anti-cheat systems or technologies like Kernel Patch Protection (KPP), HVCI, and user-mode hooks.

What does it offer?

  • Full access to all memory — including the kernel and protected processes. Both read and write are supported.
  • Analyze anti-cheat-protected games without risk of detection.
  • Use EyeAuras C# scripting on top of raw hardware. You work with memory as if it’s ReadProcessMemory, but behind the scenes, you’re talking directly to the PCIe bus.

All of this is now available in the familiar EyeAuras scripting model — no need for HDL, PCIe knowledge, virtualization, or drivers.

Status & Roadmap

  • ✅ Basic DMA read/write
  • ✅ EXE/DLL module resolution via virtual addresses
  • ✅ Integrated with IMemory and IProcess APIs
  • ⏳ Advanced diagnostics/debugging tools (for cases of firmware instability or failures)
  • ⏳ Read/write performance improvements
  • ⏳ DMA-based DLL injection into a target process

ImGui Integration EN / RU

Native ImGui integration is in progress — a modern, imperative-style UI option to complement the existing Blazor model.

ImGui ("Immediate Mode GUI") is a fast, lightweight UI library designed for tools in game engines. Used in many AAA editors, it’s known for its speed, ease of use, and live updates every frame.

In EyeAuras this means:

  • Lightning-fast UI rendering without HTML/DOM/JS overhead
  • Easy for beginners — simple UIs in 10 lines of code
  • Quickly visualize bot state: checkboxes, logs, counters, overlays
  • Suitable for one-file mini-apps with UI + logic in a single .csx

Here's an example (also covered in the guide):

AddNewExtension<ImGuiContainerExtensions>();

var osd = GetService<IImGuiExperimentalApi>()
    .AddTo(ExecutionAnchors);

osd.AddRenderer(() =>
{
    ImGui.Begin("My UI");
    ImGui.Text("Control window flags and interaction behavior.");

    var isActive = Trigger.TriggerValue ?? false;
    if (ImGui.Checkbox("Is Active", ref isActive))
    {
        Trigger.TriggerValue = isActive;
    }
    ImGui.SameLine();
    ImGui.TextDisabled("(Gets/Sets whether Trigger is active or not)");

    ImGui.Separator();

    if (Trigger.IsActive == true)
    {
        ImGui.TextColored(new Vector4(0f, 1f, 0f, 1f), "Trigger is currently ACTIVE");
    }
    else
    {
        ImGui.TextColored(new Vector4(1f, 0f, 0f, 1f), "Trigger is currently INACTIVE");
    }

    ImGui.End();
});

Now you can build truly standalone mini-apps inside a single .csx file.

Demo

Usb2Kbd – Hardware Input Emulator EN / RU

Usb2Kbd is a hardware input emulator supported in EyeAuras since ~2021.

Now you can build your own for about $10 using an inexpensive board from AliExpress or Amazon.

Here’s a detailed step-by-step guide: Russian / English

The backend has also been improved and the settings window redesigned for a better user experience.

Usb2Kbd

Behavior Trees / Macros

Action Nodes Now Have Outputs

All action nodes (e.g., Wait, MouseMove, KeyPress, etc.) now support outputs. The linked node is executed only if the current one succeeds.

Output

Default Properties Support

You can now set Target Window and Input Simulator for each tree or macro individually. As before, properties can still be set at the folder level — this adds flexibility, not a replacement.

Settings

C# Scripting Improvements

Referencing Other Scripts from BTs / Macros

You can now reference another Aura containing a C# Script action — similar to referencing a different project in software development.

All types and classes defined in that script become available for use in your BTs or Macros.

This feature has been around for a while but was previously hidden from public view as it wasn’t stable enough.

![References](https://s3.eyeauras.net/media/2025/05/NVIDIA_Overlay_i7vzCPLHmT.png =x300)

How is this useful?

Now you can define a C# class that analyzes the game — via memory or CV — and feeds data into your Behavior Tree. Instead of cluttering the BT with dozens of variables and conditions, you can encapsulate all logic in a single class (e.g., TheGame).

Example bot that uses this model

More info here

Razor Namespace Declaration No Longer Required

Here’s a typical Razor component from before:

UserComponent.razor

@namespace GameGrind
@inherits BlazorReactiveComponent
<!-- your Razor/HTML code -->

UserComponent.cs

namespace GameGrind;

public partial class UserComponent : BlazorReactiveComponent {
    // some code
}

That namespace (GameGrind) used to be autogenerated, making it hard to copy/paste between scripts without conflicts.

Now, namespace declarations are optional — EyeAuras injects them at compile time. Less code = fewer headaches.

Two New ML + OSD Examples

Fixed an issue with ComputerVision API not loading models/images via HTTP. Two example bots were added:

Aim Trainer 2D ML Aimbot+ESP

This example shows how to:

  • Find a window by title
  • Use ComputerVision to find images, run ML, OCR, etc.
  • Use SendInput to simulate user input
  • Use OnScreenCanvas to draw overlays
  • Detect objects with a pretrained ML model
  • Aim the mouse and click center
  • Draw object/window position on-screen via OSD

![Aim Trainer](https://s3.eyeauras.net/media/2025/06/CFOcCLFzsgx9ODKT.gif =x200)

Aim Trainer 2D ML Aimbot+ESP (ImGui)

Same as above, but uses ImGui for UI and overlays.

Performance Improvements

Upgrade to .NET 8

.NET is the platform that powers EyeAuras. .NET 8 was chosen due to a new memory manager prototype that outperforms all previous versions.

EyeAuras traditionally prefers increased memory usage for higher performance, so a fast memory collector isn’t a luxury — it’s a necessity. This version still uses the older GC, but once the new GC is stable, it will be enabled.

![GC time](https://s3.eyeauras.net/media/2025/05/SkR6d2PSx0.png =x500)

Folder Property Editor Rewrite

The editor now uses the new UI framework — faster and more responsive.

Old Version: Legacy editor

New Version: Modern editor

Macro UI Optimization

Macro rendering has been significantly reworked. You’ll notice the difference especially in large macros (50+ nodes). More updates are coming.

Overlapping Panels – Fixed!

This long-standing bug caused panels to overlap — most notably C# Action overlapping Event Log. It’s known as the WPF Airspace issue and has existed for over 12 years. In Microsoft’s UI stack used by EyeAuras, it’s been around since July 2020.

![Before](https://s3.eyeauras.net/media/2025/07/Discord_DNgXTIAXKhkV2Fua.png =x400)

After years of waiting, Microsoft finally fixed it. There was no real workaround, so we had to wait.

Working resize

This fix is not just about better UI on small screens — it unblocks the long-awaited migration of triggers/actions to the new UI. Previously, everything had to be rewritten at once. Now, it can be done gradually — much more manageable.

Bugfixes / Improvements

  • [Crash] Fixed crash in folder property editor
  • [Overlays] Adjusted Hide/Show sequence — overlays appear faster
  • [UI] Improved drag-and-drop responsiveness in BTs/Macros
  • [Macros] Fixed drag-and-drop in Repeat/IfThenElse
  • [Macros] Cloning now includes entire hierarchy, not just one node
  • [BT] Fixed PopOut behavior
  • [UI] Improved drag/resize behavior
  • [DMA] Fixed LeechCore init timing issues
  • [DMA] Fixed FPGA board disposal issue
  • [BT] Fixed CTRL+A bug — sometimes selected too much
  • [BT] Parallel node loading — large trees load faster
  • [Scripting] PoeShared.Blazor.Controls exposed by default (e.g. ReactiveButton)
  • [UI] Logs now show reason for script cancellation (e.g. main window activation)
  • [Scripting] Added ReadManaged<T> — slower than Read<T>, but honors MarshalAs
  • [Scripting] Added support for x86/x64 target processes (script runtime remains x64)
  • [Scripting] BT Editor can now be opened from scripts — build trees dynamically
  • [Scripting] Fixed HTTP loading in CV API
  • [Scripting] ReadExports now returns human-readable export name along with mangled symbol

1.7.8540

14 days ago

Overlapping panels - fixed!

Putting this in separate section as probably all users of EA at one point of another seen that problem - you resize one of the panels and it starts overlapping with another, the most usual scenario is C# Action overlapping with Event Log. This bug is known WPF Airspace issue and was known for at least 12 years. Specifically in the Microsoft UI framework that EyeAuras uses, it has been there since July 2020[https://github.com/MicrosoftEdge/WebView2Feedback/issues/356]

Ano now, finally, after years of waiting, this has been fixed by Microsoft. Yey. Unfortunately, this has been one of those issues which are very hard to fix on application-side, so I had to just wait.

Working resize

Why it matters?

This fix is important not only because now UI is more convenient to use on lower resolutions, but also it was a huge roadblock on migration of triggers/actions to a new UI framework. Before that the only viable approach was rewriting ALL of the triggers and actions in one go, I could not work on them on a 1-by-1 basis. As you can imagine, this is not really doable - full rewrite would take months of writing the code which nobody uses and then putting it all at once. Number of bugs would be stunning.

And now, I can start rewriting triggers/actions gradually. Rework will still take months, but it is doable.

Bugfixes/Improvements

  • [Scripting] IMemory -> ReadExports now returns human-readable version of export alongside with original name, e.g. ?StaticClass@UGameEngine@@SAPAVUClass@@XZ -> public: static class UClass * __cdecl UGameEngine::StaticClass(void)

1.7.8523

21 days ago

C# Scripting - added two new ML+OSD examples

Fixed the problem with ComputerVision API not resolving models/images via HTTP links and created two examples:

Aim Trainer 2D ML Aimbot+ESP

In this one I am showing how to:

  • find a window by title
  • create ComputerVision that you could use to find images, do ML, OCR and other things
  • create SendInput which you could use to simulate inputs
  • create OnScreenCanvas which you could use to draw things on the screen
  • find object via pre-trained ML-model
  • move mouse and click at the center of it
  • draw current window position/object position on the screen via OSD (on-screen-display)

Realistically, these three combined are more than enough to create a bot :) All the tools are right there in the box.

![Aim Trainer](https://s3.eyeauras.net/media/2025/06/CFOcCLFzsgx9ODKT.gif =x200)

Aim Trainer 2D ML Aimbot+ESP ImGui

Verrry similar to the one above, except for a fact that it uses ImGui - immensely powerful drawing library that could be to create UIs as well as draw boxes/text/etc right there on the screen.

Bugfixes/Improvements

  • [Scripting] Fixed a problem with CV API not loading HTTP links properly

1.7.8520

22 days ago

Send Input - Usb2kbd rework

Usb2Kbd is hardware input emulator. It has been supported by EyeAuras since ~2021. Now you can create your own for approximately 5$ - the only thing that is needed is small device from AliExpress/Amazon. Here is the detailed step-by-step guide (russian / english).

I've also improved technical part and reworked settings window for better user experience.

Usb2Kbd

Bugfixes/Improvements

  • [Scripting] Made it so Behavior Tree editor could be shown from Scripts - allows you to create your own custom behavior trees in your mini-apps

1.7.8508

27 days ago

ImGui integration EN / RU

Started working on native integration with ImGui - this is alternative approach to script/UI creation in EyeAuras. This should be the simplest one for those who only recently started coding - yes, some boilerplate code is requires to get things started, but after that it is very easy to understand. And ChatGPT can greatly help you.

Finally, it is possible to create truly 1-script mini-apps that incapsulate both UI and automation logic.

Demo

Bugfixes/Improvements

  • None that time

1.7.8464

one month ago

Bugfixes/Improvements

  • [Scripting] Memory reading APIs are now case-insensitive by default
  • [Scripting] Memory reading APIs - Added ReadManaged<T> which is slower than Read<T>, but respects MarshalAs and managed structures
  • [Scripting] Memory reading APIs are now supporting both x86 and x64 as targets. Keep in mind that your own process is x64 anyways.
  • [UI] Fixed a problem with new Folder Editor selection
  • [Crash] Fixed nasty crash in a new Folder editor

1.7.8411

one month ago

DMA-integration improvements

EyeAuras uses LeechCore, which is a fantastic library developed by Ulf Frisk, to integrate with DMA-devices out there. De-facto, LeechCore is a standard with which most devices out there are compatible.

For now, that integration is still in alpha-stage, drop me a message if you want to help with testing and are interested in developing something. Realistically, development using FPGA-board does not differ in any way from using ReadProcessMemory - EyeAuras abstracts you from all the complexities of managing LC API, reconnects, error handling, etc. All you have to focus on is writing a code.

Added more info here

Bugfixes/Improvements

  • [Scripting] Fixed a problem with FPGA-plate not being properly released upon script disposal

1.7.8398

one month ago

Enabling conditions changes

Made it so only a subset of all Triggers is not available for selection as Enabling Conditions. Yes, that removes some flexibility from the system, e.g. you no longer can use Image analysis triggers. But. This also makes the system a bit simpler to understand, especially for new users.

Enabling conditions always meant to be global On/Off switches. If you want something more dynamic - use Trees/Macros or Auras with Triggers in them.

Folder properties editor rework

I continue to rework existing EA components 1-by-1 to leverage new UI framework capabilities. Newer version of folder properties editor not only loads faster, but is also more flexible.

Legacy version Legacy editor

New version. For the first revision I just wanted to reach feature-parity with existing functionality. Modern editor

Default properties in Trees/Macros

Made it so you can set Target Window/Input Simulator for each tree/macro separately. Keep in mind that they also respect the normal properties hierarchy. E.g. if you set Target Window on a folder, in which Tree is located, it will respect that. But will also allow you to override that by setting another value on the tree itself.

Settings

Bugfixes/Improvements

  • Nothing in this version

1.7.8392

2 months ago

Bugfixes/Improvements

  • [Scripting] Fixed Export to .csproj
  • [UI] Fixed crash which in some cases occured during resizing
  • [UI] Improved script cancellation logging - show now print the reason why user script got cancelled, e.g. because of Main window activation