HAF adds custom models and presentation to Humankind units, districts, wonders, props, and projectiles. It also covers textures, sounds, formations, and unit scale. You supply the source model; the authoring tools bake it, and the runtime loads it from a pack alongside other mods.
The project overview and feature list live on the repo home. This page is a map, not a reading list. If this is your first visit, open Getting started and follow that page in order.
| I want to… | Go to |
|---|---|
| Put my first model on a unit | Getting-Started.md — the ordered path, bake → build → launch |
| Diagnose something that is broken | Troubleshooting.md — start from the symptom and follow the evidence to its owning guide |
| Know whether to Save, Bake, Build, or Relaunch | Authoring-State-and-Deployment.md — the change-to-action matrix and source/artifact map |
| Look up a Factory field, or fix a bad bake | Factory-Manual.md — the main guide, every field + troubleshooting |
| Find the right authoring window | Editor-Tools.md — every window under Tools ▸ HAF, and what each one writes |
| Animate a static vehicle or helicopter | Vehicle-Lab-Quickstart.md — raw model → generated rig → animated bake → game |
| Make my model move | Animated-Models.md — can HAF import your rig? |
| Understand why my animation looks wrong | Animation-Pitfalls.md — the failure catalogue |
| Ship my own pack, without touching ENC | Multi-Mod.md — the pack format + the haf_packs/ drop folder |
| Know if HAF can do X at all | Capabilities.md — the full list, with known limitations |
| Build or extend the plugin | Building.md → Code-Map.md |
| Automate HAF from a script or CI | Headless-CLI.md |
XML document (2, 10) Application Version failure without changing Unity versions.Tools ▸ HAF, its menu path, and which registry it writes. Start here to find the right tool.useDonorClip): the measured engine contract and the failure catalogue. Proven on the helicopter.(Extending the plugin rather than authoring? The engine-side companion is Animated-Runtime.md, under Internals.)
Each axis adds custom content in a different place. Unit models and their cross-cutting settings live in the pack
pack.json; some specialized authoring tools keep their own registry and ship the resulting assets with the mod.
Follow the linked page rather than assuming every axis is a models[] field.
| Axis | Page | Bake? |
|---|---|---|
| Units | the Factory pages above | yes |
| Districts | District-Visuals.md — a custom building on a district tile, auto-leveled. Start here. | yes |
| Districts, strategic zoom | District-Dedicated-Visual.md — …plus its own strategic-map footprint, the scoped render path, multi-district coexistence. | yes |
| Wonders | Wonder-Spike.md — a custom model on a player-authored Artificial Wonder, through the game’s native wonder pipeline. | yes |
| Pawn props | Pawn-Props.md — weapons and gear on a pawn’s attachment slots. | yes |
| Projectiles | Projectiles.md — a custom model as a unit’s fired munition. | yes |
| Formations | Formations.md — how many models a unit fields, and their layout. | data only |
| Unit size | Unit-Size.md — how big any unit renders, vanilla included, incl. era scaling. | data only |
haf_packs/ drop folder, how packs merge and conflict, and the load report. Read this to add assets without touching ENC. Template: haf-pack.example.json.Haf.Schema library both halves inherit: what’s shared, what’s divergent, how to add a field. (Owns the field count.)SimulationEvent bus.What HAF brings to ENCReload — the first mod built on HAF, and the most useful thing to read after this index if you want to know what the framework actually looks like in a shipped game rather than in a feature list. It inventories 22 configured units and the type-wide dials behind them: custom models, state-driven animation, traversing turrets and distance-proportional gun elevation, recoil, gradual turning and pivot-in-place, terrain hugging, formations, sound. Most of HAF’s harder capabilities exist because something in that list needed them.
Older design notes and investigations live in docs/notes/ — frozen, not maintained, not instructions; each opens by
naming the page that replaced it. They are kept for the reasoning, not for reading first.
For AI agents — the machine-readable map is
llms.txt (public raw Markdown, no
auth, fully crawlable), or the browsable site at https://sswelm.github.io/HumankindAssetFramework/.
Project history — the dated milestone log (what was proven when, and the war stories behind it) is the CHANGELOG.