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Installation
Auto-generated from the repo docs by
tools/sync_wiki.sh— edit the source Markdown in the repo, not this wiki page.
Everything you install, once, before you bake anything. Three parts — and you may only need two of them.
| Part | Who needs it |
|---|---|
| 1. BepInEx | Everyone. It's the mod loader the plugin runs inside. |
| 2. The HAF plugin | Everyone injecting custom units, districts, props, wonders, formations or sizes. Not needed for projectiles. |
| 3. The authoring tools | Everyone who wants to bake a model. Skip it if you're only editing a pack by hand. |
The mod loader. HAF's runtime half is a BepInEx plugin, so this comes first.
- Download BepInEx 5.4.x, the x64 build for Windows, from github.com/BepInEx/BepInEx/releases. (5.4, not 6.x — 6 is a different, still-changing architecture.)
- Unzip it into your Humankind install folder — the one containing
Humankind.exe. Typically…\Steam\steamapps\common\Humankind\. -
Run the game once, then quit. That first launch is what creates
BepInEx\plugins\andBepInEx\config\.
You should now have a BepInEx folder next to Humankind.exe, with plugins and config inside it. If those two
folders don't exist, the game hasn't been launched since you unzipped.
The runtime half — it reads your pack and injects the baked assets into the running game.
- Get
HumankindAssetFramework.dllandHaf.Schema.dll— from a release, or build them yourself (Building.md). - Drop both into
…\Humankind\BepInEx\plugins\. - Launch the game. Press F8 — HAF's status window should open.
The runtime plugin has no Blender dependency. The authoring tools in step 3 auto-detect the game and Blender paths; only configure an override there when detection fails.
Not needed for projectiles. A custom munition mesh rides Humankind's own data path: your unit's presentation pawn already names a
Projectileasset, and that's ordinary moddable data in your mod. No plugin, no pack. See Projectiles.md.
The bake half — a Unity package containing the Model Factory and every Lab.
You need: Unity 2021.3.1f1 with the Humankind ModTools SDK, and a mod project open. Your own mod project is the right place; you don't need a separate one.
In Unity: Window ▸ Package Manager → + (top left) → Add package from git URL… → paste:
https://github.com/sswelm/HumankindAssetFramework.git?path=/editor
It resolves as HAF Authoring Tools, and the windows appear under Tools ▸ HAF.
One white line in the console naming the menu, and no errors. That's the contract — if you see red, report it rather than working around it.
The tools ship with automatic backups, an asset-delete guard and a console filter. In an installed package all three
are off, and your project is not modified until you turn them on in Tools ▸ HAF ▸ Backup and Restore.
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Your pack is your own. The git-tracked authoring source is
Assets/Pack/<YourPackName>/pack.json;<YourPackName>defaults from the project name and can be overridden withHAF.Pack.Name/HAF.Pack.ModId. Save/Bake derives the deployed artifact atBepInEx/config/haf_packs/<YourPackName>/pack.json. Edit the project source, not that deployed copy. A guest project starts empty, and an installed package never reads, shows, or bakes another mod's project source.
The package includes its Blender and converter helpers under editor/Tools~. Model Factory resolves those packaged
tools automatically, so tri-reduction, part-stripping, .blend import, and animated conversion work from a Git URL
installation. Use the Blender override in HAF Settings only when auto-detection cannot find blender.exe.
Unity tells you nothing about updates to a git package — no registry to ask, so Package Manager shows your installed version under a green check no matter what has shipped, and neither a restart nor its refresh button changes that (verified live). The tools carry their own update system instead; every part of it was verified live going 0.4.4 → 0.4.10:
-
You are told when a release exists. Once a day, an installed package reads one public file from its own
repository (
editor/package.json— anonymous, read-only, nothing sent) and prints a single console line when something newer is out. Disable with EditorPrefsHAF.UpdateCheck = false. -
Tools ▸ HAF ▸ Check for Updates…asks on demand — it answers "up to date" or offers Update now, which hands the fetch to Package Manager for you (the same operation as its Update button) and logs[HAF] updated — X.Y.Z is installedwhen done. One click, no Package Manager trip. - Package Manager's own Update button on the HAF row works too, as the manual fallback.
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View changelog on the package opens the release notes
(
editor/CHANGELOG.md) — read it to decide whether an update is worth taking.
Nothing of yours is touched by an update. The package is read-only (it lives in Unity's package cache); your
authored data — the pack registry, baked assets, skins, sounds, settings — lives in your project and your
BepInEx/config, which an update never writes.
To pin instead (a fixed version that never moves until you choose): append a release tag to the install URL —
https://github.com/sswelm/HumankindAssetFramework.git?path=/editor#editor-v0.4.10
Releases are tagged editor-vX.Y.Z; the tag list is the
version history. A pinned install ignores every update path by design — change the tag in the URL to move.
Don't use the Releases page for this.
HumankindAssetFramework-v0.1.0.zipthere is the runtime plugin from step 2, not the tools. The URL above is the only install.
Mod Editor stuck at Application Version after a reload? If it reports
There is an error in XML document (2, 10), do not change Unity versions. Follow Fix the Mod Editorversion.xmlerror; the known failure is a project path written into a numericBuildattribute.
| Expected | |
|---|---|
| BepInEx |
BepInEx\plugins\ and BepInEx\config\ exist next to Humankind.exe
|
| Plugin | F8 in-game opens the HAF status window |
| Plugin |
BepInEx\config\haf_load_report.txt exists after a launch |
| Tools |
Tools ▸ HAF appears in Unity's menu bar, no console errors |
Now go to Getting-Started.md and bake something.
Get started
- Getting Started
- Installation
- Troubleshooting
- Authoring State and Deployment
- Mod Editor version.xml Recovery
- Building
- Backup
Author models and behavior
- Editor Tools
- Factory Manual
- Vehicle Lab Quickstart
- Animated Models
- Animation Pitfalls
- Textures
- Unit Size
- Unit Combat Behavior
- Formations
- Pawn Props
- Projectiles
- Game Sound Lab
- Firing on Attack
- Turn Ease
- Facing Persistence
- Donor Clip Flight
Districts and wonders
Ship and operate
Internals and project