A supported current v3 share code is a reproducible settings baseline, not an aim upgrade. Historical v1 codes remain unchanged for reference and may be rejected by the current client; unsupported codes stay unmodified without an assumed preview. A recent record or a CSGO- prefix alone does not establish compatibility.
For an old static style 4 code, click Copy beside the crosshair, select your game resolution in the dialog, review the previews, and copy the compatible code. See the historical crosshair import steps for the full workflow. Check the conversion warnings and test in game; dynamic and retired legacy styles are not supported. The historical record stays unchanged, and a converted pro code does not establish the player's current settings. Use this full loop: back up → import → test unchanged → tune one variable → retest → save.
Test the original first
Do not immediately change size, color, and thickness together. Play with the imported code long enough to name one concrete problem: distant head coverage, poor bright-wall contrast, or losing the center during transfers.
No specific problem means there is no reason to edit yet.
Match the problem to a setting
| Problem | Change first | Reason |
|---|---|---|
| Covers distant heads | Reduce size or slightly open the gap | Remove coverage near the center |
| Center feels vague | Tighten the gap | Make the arms point more clearly inward |
| Disappears on backgrounds | Color, then thickness or outline | Improve contrast without rebuilding the shape |
| Lost during close transfers | Slightly increase size or thickness | Make the center easier to catch peripherally |
| Movement behavior distracts | Use a static style: 3 circle, 4 cross, or 6 dot | Keep a stable base shape; check follow-recoil separately |
Tune one variable at a time
For cross shapes, use this order: length → gap → thickness → color and outline. Native length, gap, and thickness use the current code’s reference height; circle and Dot Only controls differ. It defines the silhouette and empty center before adding visual weight.
Retest at the same locations with the same weapons. A code is ready only when it preserves distant target detail, remains visible on bright and dark backgrounds, and stays easy to recover during transfers. Export the final share code with a clear label and keep the original backup.