# Welcome

TSG Forge Wiki provides adequate documentation surrounding Halo Infinite's Forge mode and the scripting system that comes with it.

Halo Infinite's Forge and Scripting, especially for newcomers, can be an insurmountable obstacle without proper reference material. Our goal is to provide knowledge and information to help you navigate some of the obstacles that may come your way.\
\
Keep in mind, this is an entirely volunteer effort and all information here is provided and maintained by community members going out of their way to collect, organize, and format it appropriately.

<figure><img src="/files/kKzCIdJFBtFPjQC9MsGy" alt="The Scripter&#x27;s Guild logo"><figcaption></figcaption></figure>

## Where to start?

For Forge related topics, head over to [Forge Basics and UI](/forge/forge-basics-and-ui), for Scripting information, go to [Scripting Basics and UI](/scripting/scripting-basics-and-ui) and for User-Generated Content and working with files, [Metadata and File Management](/ugc/metadata-and-file-management).

The categories are structured in a way where the most useful and most commonly used information is at the top of each category/folder.

{% content-ref url="/pages/PFaVpq9mJQ76aboTrUfm" %}
[Forge Basics and UI](/forge/forge-basics-and-ui)
{% endcontent-ref %}

{% content-ref url="/pages/6hdxbF7hTYOcQEa6GgE8" %}
[Scripting Basics and UI](/scripting/scripting-basics-and-ui)
{% endcontent-ref %}

{% content-ref url="/pages/grvVC2lHAVOabqhan4dx" %}
[Metadata and File Management](/ugc/metadata-and-file-management)
{% endcontent-ref %}

After reading the basics and the linked articles, you should be able to formulate ideas and questions with more confidence, as well as bridge your own knowledge gaps with trial and error. To browse more free-form knowledge that the Forge community has discovered about Forge, Scripting and UGC, check out the [Knowledge](/knowledge/forge) section.

## I can't find the information I need on the wiki

The wiki is an ever-evolving work in progress largely managed by just a handful of people. The source of nearly all of the information on the wiki is The Scripter's Guild Discord server, where the information is collected and discussed.

If you've looked around the wiki and still have questions, hop to the Discord and put a question in the `[#🤷 | help-infinite]` forum. Your question and the answer to it may end up being the source of an article, as many others have been.

<details>

<summary>About The Scripter's Guild</summary>

The Scripter's Guild (TSG) is a server based around UGC and game dev, founded by Halo creators. We wrote the wiki for Halo 5 scripting as it existed on ForgeHub and are responsible for many enhancements to content for Halo 5 matchmaking, including the creation of the Mythic KotH, Assymetric 1 Flag CTF for BTB, Pig of the Hill, and Roaming King modes, systems for weather volumes w/ excluded interiors and static spawn timers for weapons, as well as a myriad of other creations.

Memebers of The Scripter's Guild community help each other on the Discord server and are discovering new things about Halo daily.\
\
Read more on [The Scripter's Guild](/community/the-scripters-guild) article.

</details>

{% embed url="<https://discord.gg/ZpE3tcpZy9>" %}

## How do I contribute?

The TSG Forge Wiki works based off of a public [GitHub repository](https://github.com/The-Scripters-Guild/ForgeWiki) and changes to the Wiki are made via Pull Requests to the repo. More information about how to contribute to the TSG Forge Wiki can be found here:

{% content-ref url="/pages/GM351bN7cTWtKE8mn777" %}
[Submitting Content to the Wiki](/community/contributing-to-tsg-forge-wiki/submitting-content-to-the-wiki)
{% endcontent-ref %}

If you have questions or issues, or if you've submitted a pull request and haven't seen any action on it, reach out to `Captain Punch` (server admin) or a `Guild Officer` via Discord.


# Forge Basics and UI

Topics about the basics of what Forge is in Halo Infinite and how to use its features.

This section shows the basics of the Forge tool in Halo Infinite, what it's capable of and how it compares to previous Forge tools.

<figure><img src="/files/0EMR4Iayh1WSq38pN0Ul" alt="Forge icon on a grid"><figcaption></figcaption></figure>

## What is Forge?

Forge is a level editor for Halo. It started as a tool to move around objects on existing dev-made levels, but with Halo 5 and more recently Halo Infinite, the tool has grown to such complexity that parallels between other level editors like Unreal Engine 5 and Unity have been drawn with Forge. Read more about Forge's history on the [Halopedia article](https://www.halopedia.org/Forge).

## Halo Infinite's Forge

Halo Infinite's Forge is the most feature-rich and complex Forge in the Halo franchise. While this complexity opens up a myriad of never-before-seen possibilities with the tool such as object scaling, undo-redo possibility, detailed lighting adjustment and more, it has also turned away players who just want to mess around on Forge and create quick and fun experiences due to there being so much options now.

Halo Infinite is missing a surface-level editor such as the Forge from Halo 3 or Halo Reach, and instead 343 Industries have doubled down on a game-engine type level editor as the direction for Forge, which has caused an effect where many people don't want to invest a large chunk of their time learning all the intricacies of the new Forge tool just to be able to create a level.

{% hint style="info" %}
Halo Infinite's Forge tool has a lot of features, which has turned away some beginner Forgers. This effect is amplified by information about Halo Infinite's Forge not being readily available nor shared by 343 Industries, leading to information sharing being in the hands of the Forge community.
{% endhint %}

### Always Online

Anything that you do in Forge and want to be saved will be saved to 343's servers. Forge can be loaded in [via Custom Game](/knowledge/forge/exploits/forge-via-custom-game-ucn) or in [offline mode](/knowledge/forge/exploits/forge-via-custom-game-ucn#forge-offline), but saving of the map file is prevented in these modes. To learn more about managing your saved files, see [Metadata and File Management](/ugc/metadata-and-file-management).

## TSG Forge Wiki

The TSG Forge Wiki aims to help new and experienced forgers fill in the gaps of knowledge of the tool that using Halo Infinite's Forge is bound to cause. 343 Industries has not provided any official documentation of Halo Infinite's Forge tool nor it's features ever since the launch of Forge in November, 2022, so this community-based Wiki aims to provide that.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Loading Into Forge</td><td><a href="/files/7jv4EkYhrE2QOd17Fhoq">/files/7jv4EkYhrE2QOd17Fhoq</a></td><td><a href="/pages/UPzgSoaAbafkqB8z0qQv">/pages/UPzgSoaAbafkqB8z0qQv</a></td></tr><tr><td>Forge Interface</td><td><a href="/files/eqxnTrIwuKVxXhvCRUv7">/files/eqxnTrIwuKVxXhvCRUv7</a></td><td><a href="/pages/CN53N8vlr8Y7luWnW7nV">/pages/CN53N8vlr8Y7luWnW7nV</a></td></tr><tr><td>Controls and Shortcuts</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/THro9bbHV2KMoZFhddge">/pages/THro9bbHV2KMoZFhddge</a></td></tr><tr><td>Coordinate System and Spaces</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/RhBADDVjLjGvyREXzgpT">/pages/RhBADDVjLjGvyREXzgpT</a></td></tr><tr><td>Working with Objects</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/23ZCSnPaLj9061ozomjj">/pages/23ZCSnPaLj9061ozomjj</a></td></tr><tr><td>Editor Modes</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/ONFhO1J88XjC1N4PEdSH">/pages/ONFhO1J88XjC1N4PEdSH</a></td></tr><tr><td>Saving</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/bX3H7eVmdvoBhlWnYrOt">/pages/bX3H7eVmdvoBhlWnYrOt</a></td></tr><tr><td>Forge Terminology</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/2LjHtFHaFu8denvJeiXJ">/pages/2LjHtFHaFu8denvJeiXJ</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Loading Into Forge

How to load into a map using the Forge level editor tool in Halo Infinite.

<figure><img src="/files/7jv4EkYhrE2QOd17Fhoq" alt="The default Arid canvas map loaded in Forge"><figcaption></figcaption></figure>

The first step of using Forge is actually loading into the editor on your selected map. This guide will show how that is done in Halo Infinite.

## Step-By-Step Process

Loading into Forge in Halo Infinite is simple. Once you're loaded into Forge, you can do all the Forge-related tasks within that session without having to load into separate modes for setting up different gamemodes for instance like in Halo Reach. Follow these steps to load into Forge on a map.

### Navigating to the Main Menu

Navigate to the lowest level of the Main Menu in Halo Infinite, and make sure the "Play" tab is selected on the top left.

<figure><img src="/files/N7da0xh0zgjEyPEklriS" alt=""><figcaption></figcaption></figure>

### Selecting Forge

Select the "Forge" section in the menu on the left.

<figure><img src="/files/ekGcL47b1DJ4tgcuqDkd" alt=""><figcaption></figcaption></figure>

### Selecting the Map

Select the map that you want to load into in Forge from the "Map" tab. The default selected map is "Void", which is a blank canvas.

<figure><img src="/files/eXHXl6uMBApLsQ52WXk1" alt=""><figcaption></figcaption></figure>

#### Map Categories

Select the map category to find your map in, in this case "343 Industries", as we will use one of the default [Forge Canvases](/forge/forge-basics-and-ui/loading-into-forge/forge-canvases) to start our first level. Read more about the different map categories at [Maps Interface](broken://pages/NCsRpDQEwuvnEtip0cBk).

<figure><img src="/files/zQupO7CCQqh15Dwe6avy" alt=""><figcaption></figcaption></figure>

#### Maps Interface

Select the desired map. On Keyboard & Mouse you can either `Left Click` on it, or navigate to it with arrow keys or WASD and select it with `Enter`.

<figure><img src="/files/9nQ9AxNnbWVPIjY4piw4" alt=""><figcaption></figcaption></figure>

### Loading the Map

Press "Play" to begin the process of loading the map in Forge.

<figure><img src="/files/dc1L7HgQocTiFdIuuoBL" alt=""><figcaption></figcaption></figure>

{% tabs %}
{% tab title="Map is a not an owned asset" %}
**Naming the New Map**

A screen will show prompting you to edit the name of the map. This is because you are creating a copy of the original map for your account instead of opening and editing the original file as you are not a [Collaborator](broken://pages/bh8WTdAKMqPcmgg6qGrG) on it. This is done because Infinite's Forge is online-based and all files are stored on the cloud instead of locally.

Afterwards, loading a map from the "My Files" map category will not prompt you to make a copy of the map as you are already one of the collaborators on the original map.

Name the map and select "Confirm".

<figure><img src="/files/PUXJiMcXhR0hMqIWpjzR" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Map is an owned asset" %}
Continue to the next step.
{% endtab %}
{% endtabs %}

After a three-second countdown, the mode (Forge) and the map will be loaded. The time it takes to load the map depends on the size of the map file and it's [Baked-In Map Data](/forge/forge-basics-and-ui/loading-into-forge/baked-in-map-data), so a faster internet speed means loading the map and mode faster.

<figure><img src="/files/HGlbWSrKM44bXT1V9eEb" alt=""><figcaption></figcaption></figure>

Once complete, you will be loaded into the Forge mode on your map.

<figure><img src="/files/UYJoDS3j39a2EuEndcmX" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
You may notice a message in the bottom left killfeed stating "Navigation data download x% complete". It relates to downloading the [Built Nav Mesh Data](/forge/nav-mesh/building-nav-mesh), but the reason for why it's shown is not clear as it didn't use to happen. The message should not be worried about.
{% endhint %}

## Next Steps

{% content-ref url="/pages/CN53N8vlr8Y7luWnW7nV" %}
[Forge Interface](/forge/forge-basics-and-ui/forge-interface)
{% endcontent-ref %}

{% content-ref url="/pages/RhBADDVjLjGvyREXzgpT" %}
[Coordinate System and Spaces](/forge/forge-basics-and-ui/coordinate-system-and-spaces)
{% endcontent-ref %}

{% content-ref url="/pages/23ZCSnPaLj9061ozomjj" %}
[Broken mention](broken://pages/23ZCSnPaLj9061ozomjj)
{% endcontent-ref %}

{% content-ref url="/pages/ONFhO1J88XjC1N4PEdSH" %}
[Editor Modes](/forge/forge-basics-and-ui/editor-modes)
{% endcontent-ref %}

{% content-ref url="/pages/bX3H7eVmdvoBhlWnYrOt" %}
[Saving Assets](/forge/forge-basics-and-ui/saving-assets)
{% endcontent-ref %}

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Baked-In Map Data

Each map in Halo Infinite download files attached to the map each time the map is loaded. In addition to the map .mvar file itself, these include the Nav Mesh, Audio, and Lighting data files.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

When a player loads into a Halo Infinite map, the client downloads several specific data files to ensure consistent environmental behavior across all players. These include auxiliary files that work alongside the primary `.mvar` file.

## Downloaded Environmental Files

In addition to the main map `.mvar` file, various specialized blobs are downloaded during the loading process. These "baked-in" files provide essential information for navigation, sound propagation, and lighting.

### Shared Data Types

The following data types are included in the map's download package:

* Nav Mesh ([navmesh.blob](https://blobs-infiniteugc.svc.halowaypoint.com/ugcstorage/map/ee5e295f-c298-4f2f-a64f-dbf0a1087ad8/d8dab2e7-3f98-4914-8382-faa5b9587b45/navmesh.blob))
* Audio occlusion ([audioocclusion.blob](https://blobs-infiniteugc.svc.halowaypoint.com/ugcstorage/map/ee5e295f-c298-4f2f-a64f-dbf0a1087ad8/d8dab2e7-3f98-4914-8382-faa5b9587b45/audioocclusion.blob))
* Lighting ([lightprobes.blob](https://blobs-infiniteugc.svc.halowaypoint.com/ugcstorage/map/ee5e295f-c298-4f2f-a64f-dbf0a1087ad8/d8dab2e7-3f98-4914-8382-faa5b9587b45/lightprobes.blob))

## Local Reflection Generation

While the files listed above are shared globally and baked into the map, reflection data functions differently.

Reflection data is generated locally for each player when they load into a map. Because this process happens on the individual client side during loading, it is not considered part of the baked-in data shared by all players.

{% hint style="info" %}
The distinction between shared environmental data and local reflection generation ensures that core gameplay elements like navigation and audio remain synchronized for everyone in a session.
{% endhint %}

***

## Source Data

* Discord thread: [Baked-In Map Data](https://discord.com/channels/220766496635224065/1534001681073967227/1534001681073967227)

#### <mark style="color:green;">Contributors</mark>

Okom


# Forge Canvases

Empty maps with various themes used as starting points for Forge map projects.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Forge canvases are empty template maps that serve as the foundation for most player-made Forge maps, providing a variety of themed environments to begin building in.

## Canvas Variants and Themes

There are eight specific variants of forge canvases available:

* Arid
* Barrage
* Ecliptic
* Institute
* Mires
* Permafrost
* Seafloor
* Void

Each variant features a distinct theme, such as snow, desert, grass, or space. All canvas variants except for Void and Ecliptic feature built-in terrain. These canvases possess unique terrain texture patterns that can be utilized by "TI" (Terrain Inherited) objects to match the existing landscape without manually adjusting materials or colors.

{% hint style="info" %}
While many players refer to their creations as "forge maps," assets built using developer tools are classified as "dev maps," even if they contain forge objects.
{% endhint %}

## Map Layout and Boundaries

### Gameplay Area

The designated gameplay area has XYZ dimensions of 4000x4000x1500 units. The canvas floor is positioned at Z: 500. Moving beyond these specific limits triggers an undeletable soft-kill boundary and a soft barrier that prevents player movement.

### Object Placement Limits

While players can place objects within a large cubical area of approximately XYZ: 40000x40000x30000 units, there is a critical distinction between the hard placement limit and object persistence. A separate sphere boundary exists with a radius of 20250 units from the 0,0,0 origin point; any objects placed beyond this spherical boundary will be deleted when the Forge session is restarted.

{% hint style="warning" %}
Objects located in the corners of the cubical placement boundary that fall outside the 20250-unit radius sphere will not persist after a session restart. To visualize this invisible deletion volume, players can use the [tsg objectPlacementBounds](https://www.unggoy.xyz/prefabs/25603843-8140-4a1a-82d6-7a1634564efa) prefab.
{% endhint %}

### Space Under the Canvas

A large volume exists beneath the canvas floor (Z: 500). This subsurface area begins at Z: -250 and ends at Z: -9462.15, with total dimensions of XYZ: 4635x4542x9212. Players can freely place dynamic or static objects in this zone without being instantly killed; however, moving outside the boundaries of this subsurface area will result in an instant respawn.

An important limitation of this area is that Nav Mesh and lighting data cannot be built within it; consequently, AI or bots are unable to move there, and light bounce accuracy (such as darkness levels) is non-existent.

## Starting Platforms

Every forge canvas includes a starting platform containing basic gameplay elements such as item spawns, spawn points, and gamemodes. These platforms serve to demonstrate ideal item spawner placement or provide examples for setting up specific gamemode configurations.

It is noted that the default starting platform setups provided by Halo Studios contain incorrect object properties. For an example of a correctly configured starting platform using these same objects, players can refer to the map [tsg Void](https://www.unggoy.xyz/maps/eb6ef4dd-3fe0-4265-a5db-40bfb90a851b).

***

## Source Data

* Discord thread: [Forge Canvases](https://discord.com/channels/220766496635224065/1533995379237060678/1533995379237060678)

#### <mark style="color:green;">Contributors</mark>

Okom


# Forge Interface

Explanations of the interface and all of it's menus within Forge's level editor.

<figure><img src="/files/eqxnTrIwuKVxXhvCRUv7" alt="Cover image"><figcaption></figcaption></figure>

This page describes the elements of the Halo Infinite Forge level editor interface and what they do. It also links to other pages where you can learn more about the topics.

## Limitations

Halo Infinite's Forge interface has some quality-of-life limitations as it has a static interface. Keep these in mind while reading:

* Menu placement cannot be changed
* Controls and shortcuts cannot be remapped

## Standard Interface

When you open a map in Forge, you will see the following interface:

<figure><img src="/files/bwD3JuJ7OlwipVnVtKQT" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th data-type="number">Number</th><th>Name</th><th>Description</th></tr></thead><tbody><tr><td>1</td><td><a href="#level-viewport">Level Viewport</a></td><td>Displays the contents of your Level, with the other menus overlaid on top.</td></tr><tr><td>2</td><td><a href="#budget-meter">Budget Meter</a></td><td>Displays the Game Simulation Memory usage of the map.</td></tr><tr><td>3</td><td><a href="#object-positional-data">Object Positional Data</a></td><td>Displays the position, rotation and size of the last selected object.</td></tr><tr><td>4</td><td><a href="#controls-helper">Controls Helper</a></td><td>Displays controls and shortcuts for various actions.</td></tr></tbody></table>

### Level Viewport

The **Level Viewport** fills the entire screen and displays the contents of your level along with all Forge interfaces overlaid on top. The viewport is a 3D view of the level in real time and players can play their level in-engine using the different [Editor Modes](/forge/forge-basics-and-ui/editor-modes). There is no orthographic 2D view option in Halo Infinite's Forge.

[Forge transformation widgets](/forge/forge-basics-and-ui/coordinate-system-and-spaces) are optimized for a field of view (FOV) of 100°. A lower field of view will result in larger transformation widgets.

<div><figure><img src="/files/Gc5WuiTUet00yfIED5HO" alt=""><figcaption><p>FOV 65° @ 1920x1080</p></figcaption></figure> <figure><img src="/files/jZvH8lV43WbYKI7HM3VM" alt=""><figcaption><p>FOV 100° @ 1920x1080</p></figcaption></figure> <figure><img src="/files/8aoL1tWmvjyPugh7gB5y" alt=""><figcaption><p>FOV 120° @ 1920x1080</p></figcaption></figure></div>

Forge gameplay is optimized for window sizes above 1600x1200.

<div><figure><img src="/files/VEkHLwNbFjg0V8RR2wl3" alt=""><figcaption><p>1280x768 @ FOV 100°</p></figcaption></figure> <figure><img src="/files/GL6wm3kTBL5i7T64p0w6" alt=""><figcaption><p>1600x1200 @ FOV 100°</p></figcaption></figure> <figure><img src="/files/VC8c4qXxc7en3hLe9Os0" alt=""><figcaption><p>1920x1080 @ FOV 100°</p></figcaption></figure></div>

### Budget Meter

The **Budget Meter** is located in the bottom left corner of the screen and displays the [Game Simulation](/forge/forge-basics-and-ui/forge-interface/map-options#game-simulation) memory usage of the map. Game Simulation memory is the cost of simulating entities in a networked environment, including dynamic objects, projectiles, units, actions and similar.

This budget is often the first to reach 100% on maps that have more dynamic aspects to them such as multiple gamemode support and scripting rather than just mostly static geometry, but still many maps reach 100% on [Forge Simulation](/forge/forge-basics-and-ui/forge-interface/map-options#forge-simulation) memory earlier, so the full reasoning for only displaying the Game Simulation Memory in this menu is unknown.

A decimal-accurate value of this budget can be seen in Map Options > [Budget](/forge/forge-basics-and-ui/forge-interface/map-options#budget). The budget shown on the Budget Meter cannot be changed to display another budget. A yellow warning symbol appears on the Budget Meter if the Game Simulation memory of the map reaches 80%, and at 100% the progress bar turns red.

<div><figure><img src="/files/QM9r7fta0tkcgJPDKUrK" alt=""><figcaption><p>Warning symbol shows up at 80%</p></figcaption></figure> <figure><img src="/files/Y4Bp6KV06Jb7932i9ZZD" alt=""><figcaption><p>Progress bar turns red at 100%</p></figcaption></figure></div>

Visibility of the Budget Meter can be toggled from [Tool Settings](/forge/forge-basics-and-ui/forge-interface/tool-settings) > [HUD > Budget Meter](#user-content-fn-1)[^1].

### Object Positional Data

The **Object Positional Data** menu is located at the bottom middle of the screen and displays axis values of the position, rotation and size of the last selected object. While the counterpart to this positional data interface in [Object Properties](/forge/forge-basics-and-ui/forge-interface/object-properties) > Transform can only display a maximum value of 9999.90 and a minimum of -9999.90, this on-screen menu can display values up to 2147483647.00 and down to -2147483647.00, which is the maximum value for a 32-bit signed binary integer. All values beyond those will display "EE".

For more functionality of this menu, see [Isolated Object Positional Data](#isolated-object-positional-data).

<div><figure><img src="/files/4Cm4YdWIa0R3qOMwFEHJ" alt=""><figcaption><p>Object with a Y scale of 20700212480.00</p></figcaption></figure> <figure><img src="/files/NeDXi8y0s3A0q8wjgz5o" alt=""><figcaption><p>Object with a Y scale larger than 2147483647.00, displaying EE as the value</p></figcaption></figure></div>

How a scale of this size was achieved was with an exploit to [Bypass Object Scaling Limits](/knowledge/forge/exploits/bypassing-object-scaling-limits).

### Controls Helper

The **Controls Helper** menu is located at the top right of the screen and displays controls and shortcuts for various actions. The size of the menu will change depending on how many relevant controls and shortcuts can be done in the current state of manipulating objects or having different menus open.

While there are a lot of shortcuts shown in the helper menu, it does not display all shortcuts possible in Forge. These and more are explained in detail in [Controls and Shortcuts](/forge/forge-basics-and-ui/controls-and-shortcuts).

<div><figure><img src="/files/YFODbjqE3ptgVs79jJNp" alt=""><figcaption><p>Controls Helper menu while holding an item with the rotation widget selected</p></figcaption></figure> <figure><img src="/files/G8anXKOgyBT8gMCpMmVT" alt=""><figcaption><p>Controls Helper menu when the Forge Menu is open with some categories expanded and while holding an item with the movement widget selected</p></figcaption></figure></div>

Visibility of the Controls Helper can be toggled from [Tool Settings](/forge/forge-basics-and-ui/forge-interface/tool-settings) > [HUD > Controls Helper](#user-content-fn-1)[^1].

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Controls and Shortcuts</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/THro9bbHV2KMoZFhddge">/pages/THro9bbHV2KMoZFhddge</a></td></tr></tbody></table>

## Selected Object Interface

If an object is selected, the Forge interface changes slightly, revealing more information:

<figure><img src="/files/8x2OJ9usPC3lAPVJ4eSa" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th data-type="number">Number</th><th>Name</th><th>Description</th></tr></thead><tbody><tr><td>1</td><td><a href="#selected-object-count">Selected Object Count</a></td><td>Displays the amount of objects currently selected. A maximum of 150 can be selected at the same time.</td></tr><tr><td>2</td><td><a href="#object-information">Object Information</a></td><td>Displays the Object Mode, Physics and Name of the last selected object.</td></tr><tr><td>3</td><td><a href="#isolated-object-positional-data">Isolated Object Positional Data</a></td><td>Highlights the positional data of the currently selected transform gizmo.</td></tr><tr><td>4</td><td><a href="#transform-snap-and-coordinate-space">Transform Snap and Coordinate Space</a></td><td>Displays the snap values and coordinate space of the currently selected transform gizmo.</td></tr></tbody></table>

### Selected Object Count

The **Selected Object Count** indicator is located in the bottom middle of the screen, and displays the amount of objects currently selected. A maximum of 150 objects can be selected at the same time, but more may be selected if some of the items in the selection are in a prefab. Learn more about [Bypassing 150-Object Prefab Limit](/knowledge/forge/exploits/bypassing-150-object-prefab-limit).

### Object Information

The **Object Information** string is located in the bottom middle of the screen, and displays the Object Mode, Physics and Name of the last selected object. The syntax is as follows:

> \[{Object Mode}: {Physics}] {Object Name}

The number at the end of objects is a part of the object name. If an object with a duplicate name is created, an incrementing number will be appended to the end of the object name.

The Object Mode indicator color is white for Static objects and orange for Dynamic objects. There is also a third uncommon Object Mode "None" that can be seen on gameplay objects.

<div><figure><img src="/files/OWYH8zZcvdg1CKxtxrGL" alt=""><figcaption><p>Object Mode: Static</p></figcaption></figure> <figure><img src="/files/QutDUDEUDQ1jm6ePrHkU" alt=""><figcaption><p>Object Mode: Dynamic</p></figcaption></figure></div>

<figure><img src="/files/pr9Y0EU7RE2p6j2nr97K" alt=""><figcaption><p>Object Mode: None</p></figcaption></figure>

Objects that have been locked from the [Folders](#folders) tab of the [Forge Menu](#forge-menu) will have a red lock icon to the left of the Object Mode indicator.

<figure><img src="/files/EwwxpwwgOhKkgkUEBEbL" alt=""><figcaption><p>Locked object displaying a red lock icon</p></figcaption></figure>

### Isolated Object Positional Data

The [Object Positional Data](#object-positional-data) menu changes slightly when an object is selected and one of the three [Transform Gizmos](#user-content-fn-2)[^2] are selected; The positional data of the currently selected transform gizmo is highlighted, and the other data displays are made less opaque.

The transform gizmos can be cycled between with the following shortcuts:

* Movement: <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/QbF60azYUp3peQKuckMY" alt="Key icon" data-size="line"> (keyboard) or \[Hold] <img src="/files/1qx49jtoVJtH5VMeoRxA" alt="Key icon" data-size="line"> (controller)
* Rotation: <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/x1r27cgEnmpoZyXsBZXD" alt="Key icon" data-size="line"> (keyboard) or \[Hold] <img src="/files/J8G0hQMeiaVe6JGpB0NX" alt="Key icon" data-size="line"> (controller)
* Size: <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/NU48ZWw2ULHcLNOh4XoG" alt="Key icon" data-size="line"> (keyboard) or \[Hold] <img src="/files/1qx49jtoVJtH5VMeoRxA" alt="Key icon" data-size="line"> + <img src="/files/J8G0hQMeiaVe6JGpB0NX" alt="Key icon" data-size="line"> (controller)
* Cycle between all: <img src="/files/83Wq1Upn0ZR3KgAoxAH6" alt="Key icon" data-size="line"> (keyboard)

{% hint style="info" %}
Another way to isolate the Object Positional Data without selecting an object is to hover your cursor over the object and press <img src="/files/83Wq1Upn0ZR3KgAoxAH6" alt="Key icon" data-size="line"> (keyboard) to cycle between the gizmos. This has no real use and is most likely a bug. A potential purpose of this is to act as a hacky way to simulate hovering over objects and previewing their properties as the movement gizmo is not rendered and is the default gizmo here.
{% endhint %}

If the same gizmo shortcut is entered while that gizmo is already selected, the gizmo will disappear and the Object Positional Data menu will return to showing all values highlighted while still having an object selected.

<div><figure><img src="/files/ocmGKLHf9eS33f1gXiLc" alt=""><figcaption><p>Movement gizmo selected</p></figcaption></figure> <figure><img src="/files/fGXSylg0QR3zHZm9JfTd" alt=""><figcaption><p>Rotation gizmo selected</p></figcaption></figure></div>

<div><figure><img src="/files/qrML4VsNpJhQkQxm0TYq" alt=""><figcaption><p>Scale gizmo selected</p></figcaption></figure> <figure><img src="/files/vt9am2sW7iR9s7JVcpl1" alt=""><figcaption><p>No gizmo selected</p></figcaption></figure></div>

### Transform Snap and Coordinate Space

The **Transform Snap and Coordinate Space** menu is located in the top right of the screen, and displays the snap values and coordinate space of the currently selected transform gizmo. The snap values can be adjusted with <img src="/files/v4aZwpurMsAi41QGoRW5" alt="Key icon" data-size="line">/<img src="/files/SaHrPSrwaI0p7lHKc1vv" alt="Key icon" data-size="line"> and <img src="/files/vSfxkaExGvyVZMXvYU7s" alt="Key icon" data-size="line">/<img src="/files/zaXUHZPDxKmF5KK6kvUD" alt="Key icon" data-size="line"> (keyboard) or \[Hold] <img src="/files/1qx49jtoVJtH5VMeoRxA" alt="Key icon" data-size="line">/<img src="/files/J8G0hQMeiaVe6JGpB0NX" alt="Key icon" data-size="line">/<img src="/files/1qx49jtoVJtH5VMeoRxA" alt="Key icon" data-size="line"> & <img src="/files/J8G0hQMeiaVe6JGpB0NX" alt="Key icon" data-size="line"> + <img src="/files/R4pd20fZocjEnYCwouN7" alt="Key icon" data-size="line"> (controller), and the space/type can be cycled with <img src="/files/GZjyJg5qBmpp1eUv7KJj" alt="Key icon" data-size="line"> (keyboard) or \[Hold] <img src="/files/1qx49jtoVJtH5VMeoRxA" alt="Key icon" data-size="line">/<img src="/files/J8G0hQMeiaVe6JGpB0NX" alt="Key icon" data-size="line"> + <img src="/files/M6ltdGtQHSiqykOYlg3b" alt="Key icon" data-size="line"> (controller).

The available snap values are as follows:

* Movement & Scale: `<none>`, `0.001'`, `1/8'`, `1/4'`, `1/2'`, `1'`, `2'`, `4'`, `8'` & `16'`
* Rotation: `<none>`, `1/2°`, `1°`, `5`°, `15°`, `30°`, `45°`, `60°`, `90°` & `180°`

For more information about snapping, see Snapping[^3].

{% hint style="info" %}
**Note from Okom:**\
I usually use a Movement Snap of `0.001'`, Rotation Snap of `15°` or `5°,` and a Scaling Snap of `1/8'`, which work for me as the most efficient and versatile snap values after 3000+ hours of Halo Infinite Forging experience.
{% endhint %}

The available space/type values are as follows:

* Movement: `World` & `Object`
* Rotation: `World`, `Camera` & `Object`

For more information about spaces, see [Coordinate Spaces](#user-content-fn-1)[^1].

## Forge Menu

Pressing <img src="/files/NU48ZWw2ULHcLNOh4XoG" alt="Key icon" data-size="line"> (keyboard) or <img src="/files/xtt3hncfBF4DAfo90QJW" alt="Key icon" data-size="line"> (controller) opens up the **Forge Menu**, which houses more options:

<figure><img src="/files/1yLvtso9ZRCarSCdg3rW" alt=""><figcaption></figcaption></figure>

The **Forge Menu** is located on the top left corner of the screen and it displays various properties related to Forge objects and map settings. The menu is divided into five unique tabs housing the most important information a Forger needs.

The tabs on the Forge Menu can be changed with <img src="/files/7096oEq3l14VkZyeg5CL" alt="Key icon" data-size="line"> & <img src="/files/x1r27cgEnmpoZyXsBZXD" alt="Key icon" data-size="line"> (keyboard) or <img src="/files/fRqPckQbpzNnNA473arr" alt="Key icon" data-size="line"> & <img src="/files/9TcrFusWJwXARZUVmb64" alt="Key icon" data-size="line"> (controller).

<figure><img src="/files/l7R9wsjzj0YVxSwm9YkF" alt=""><figcaption><p>The Forge Menu interface houses essential Forging tools</p></figcaption></figure>

<table><thead><tr><th data-type="number">Number</th><th>Name</th><th>Description</th></tr></thead><tbody><tr><td>1</td><td><a href="/pages/NdRScXDITv5UhA0HSxWr">Object Browser</a></td><td>A list of objects to spawn in Forge.</td></tr><tr><td>2</td><td><a href="#object-properties">Object Properties</a></td><td>Properties for the selected object(s).</td></tr><tr><td>3</td><td><a href="/pages/GDLk7mmozrEYr8oKefAc">Folders</a></td><td>A hierarchical tree view of all objects placed on the map.</td></tr><tr><td>4</td><td><a href="/pages/PEYfHsclpoqLtVlHXOml">Map Options</a></td><td>Options for changing map lighting, wind and sound, and inspecting budget usage.</td></tr><tr><td>5</td><td><a href="/pages/KeXNkZFShowjfqxh6k6P">Tool Settings</a></td><td>Options for changing the Forge tool properties, and toggling various debug options and menus.</td></tr></tbody></table>

### Object Browser

The **Object Browser** tab is the first tab at the top of the Forge Menu and it displays a list of objects to spawn in Forge.

The shortcut for opening this tab is <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/KIi5UpKrEkzpTUJIf2k9" alt="Key icon" data-size="line"> (keyboard).

<div align="center"><figure><img src="/files/0vyXOAh1grz00hR2ortl" alt=""><figcaption><p>The Object Browser tab in the Forge Menu</p></figcaption></figure></div>

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Object Browser</td><td><a href="/files/qT0C3GMssn9f6J3ymzVd">/files/qT0C3GMssn9f6J3ymzVd</a></td><td><a href="/pages/NdRScXDITv5UhA0HSxWr">/pages/NdRScXDITv5UhA0HSxWr</a></td></tr></tbody></table>

### Object Properties

The **Object Properties** tab is the second tab at the top of the Forge Menu and it displays properties for the selected object(s).

The shortcut for opening this tab is <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/n87nxCJzwbcc753CaT8e" alt="Key icon" data-size="line"> (keyboard).

<figure><img src="/files/3qXUAJXx9cZ9X99hSx6F" alt=""><figcaption><p>The Object Properties tab in the Forge Menu</p></figcaption></figure>

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Object Properties</td><td><a href="/files/Ph7TRAFOzlnnYSrbRlPD">/files/Ph7TRAFOzlnnYSrbRlPD</a></td><td><a href="/pages/CydKUpoRX4sDyW4J6ZlK">/pages/CydKUpoRX4sDyW4J6ZlK</a></td></tr></tbody></table>

### Folders

The **Folders** tab is the third tab at the top of the Forge Menu and it displays a hierarchical tree view of all objects placed on the map.

The shortcut for opening this tab is <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/LaynKfavZ5PUBvYfxGrq" alt="Key icon" data-size="line"> (keyboard).

<figure><img src="/files/USzxNGUl3GiicWOPtdWd" alt=""><figcaption><p>The Folders tab in the Forge Menu</p></figcaption></figure>

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Folders</td><td><a href="/files/vIUr0eEG2vWylS3BS8wU">/files/vIUr0eEG2vWylS3BS8wU</a></td><td><a href="/pages/GDLk7mmozrEYr8oKefAc">/pages/GDLk7mmozrEYr8oKefAc</a></td></tr></tbody></table>

### Map Options

The **Map Options** tab is the fourth tab at the top of the Forge Menu and it displays options for changing map lighting, wind, sound, and inspecting budget usage.

The shortcut for opening this tab is <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/bLJ706ac4Hh6xAVlilTK" alt="Key icon" data-size="line"> (keyboard).

<figure><img src="/files/zQMlZmxV2pHirCmAG0Dz" alt=""><figcaption><p>The Map Options tab in the Forge Menu</p></figcaption></figure>

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Map Options</td><td><a href="/files/VrNTGBON9kNhQWQjy4bJ">/files/VrNTGBON9kNhQWQjy4bJ</a></td><td><a href="/pages/PEYfHsclpoqLtVlHXOml">/pages/PEYfHsclpoqLtVlHXOml</a></td></tr></tbody></table>

### Tool Settings

The **Tool Settings** tab is the fifth tab at the top of the Forge Menu and it displays options for changing the Forge tool properties, and toggling various debug options and menus.

The shortcut for opening this tab is <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/GZjyJg5qBmpp1eUv7KJj" alt="Key icon" data-size="line"> (keyboard).

<figure><img src="/files/FAQQChLxf9hBJKsoPMub" alt=""><figcaption><p>The Tool Settings tab in the Forge Menu</p></figcaption></figure>

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Tool Settings</td><td><a href="/files/NYYBx8Wrq7zI3gFcEAe2">/files/NYYBx8Wrq7zI3gFcEAe2</a></td><td><a href="/pages/KeXNkZFShowjfqxh6k6P">/pages/KeXNkZFShowjfqxh6k6P</a></td></tr></tbody></table>

## Actions Menu

Holding <img src="/files/x1r27cgEnmpoZyXsBZXD" alt="Key icon" data-size="line"> (keyboard) or <img src="/files/xtt3hncfBF4DAfo90QJW" alt="Key icon" data-size="line"> (controller) at any time while in Monitor Mode will open the radial **Actions Menu**:

<figure><img src="/files/bQWzWwreyOB2aLPJW8lx" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th data-type="number">Number</th><th>Name</th><th>Description</th></tr></thead><tbody><tr><td>1</td><td><a href="#create-prefab-create-mode-prefab">Create Prefab / Create Mode Prefab</a></td><td>Create a savable group of a minimum two objects.</td></tr><tr><td>2</td><td><a href="#object-properties">Object Properties</a></td><td>Modify the properties of the selected object(s).</td></tr><tr><td>3</td><td><a href="#add-to-prefab">Add To Prefab</a></td><td>Combine the selected objects into an existing selected prefab.</td></tr><tr><td>4</td><td><a href="#weld">Weld</a></td><td>Group together Dynamic objects. The origin object has to have Normal physics.</td></tr><tr><td>5</td><td><a href="#save-prefab">Save Prefab</a></td><td>Save a selected Prefab to My Files.</td></tr><tr><td>6</td><td><a href="#unweld">Unweld</a></td><td>Break the weld from a group of welded Dynamic objects, making the object group into a prefab.</td></tr><tr><td>7</td><td><a href="#ungroup">Ungroup</a></td><td>Disconnect a group of prefabbed objects or a group of welded Dynamic objects.</td></tr><tr><td>8</td><td><a href="#object-browser">Object Browser</a></td><td>Open the Object Browser menu to see a list of objects to spawn in Forge.</td></tr></tbody></table>

### Create Prefab / Create Mode Prefab

The **Create Prefab / Create Mode Prefab** tab is located on the top of the radial Actions Menu and is used to create a savable group of a minimum two objects. A prefab is a group of objects that pivot around a single object and can easily be saved to share with others. Prefabs have a green outline around all of the child objects within it, with the parent object having a cyan outline.

Learn more about [Prefabs](broken://pages/U1UVYaydcUu6pCvhD0Fz).

<div><figure><img src="/files/zuLiFZjtHmbREeiSAqOY" alt=""><figcaption><p>A named prefab resembling a Halo 3 vehicle prop</p></figcaption></figure> <figure><img src="/files/d62TO5tLyPakbrdgksrb" alt=""><figcaption><p>The prefab ungrouped shows that it's made from 73 objects</p></figcaption></figure></div>

A Mode Prefab can be made with two or more [Mode Brains](/scripting/scripting-basics-and-ui/script-brains-and-mode-brains) as the only objects in the group of objects. Mode Brains are used to make playable [Forge Modes](#user-content-fn-4)[^4].

Learn more about [Mode Prefabs](broken://pages/vFThHhBRxEWekocOSwbg).

<div><figure><img src="/files/FxRQCgQOUqTLkIzV6xXt" alt=""><figcaption><p>A selection of two Mode Brains</p></figcaption></figure> <figure><img src="/files/OUWGv9PmwKwaJzkesblc" alt=""><figcaption><p>"Create Mode Prefab" tab in the Actions Menu</p></figcaption></figure> <figure><img src="/files/4NX26PkY7VNREeD5eZ86" alt=""><figcaption><p>A Mode Prefab consisting of two Mode Brains</p></figcaption></figure></div>

### Object Properties

The **Object Properties** tab is located on the top right of the radial Actions Menu and is used to modify the properties of the selected object(s).

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Object Properties</td><td><a href="/files/Ph7TRAFOzlnnYSrbRlPD">/files/Ph7TRAFOzlnnYSrbRlPD</a></td><td><a href="/pages/CydKUpoRX4sDyW4J6ZlK">/pages/CydKUpoRX4sDyW4J6ZlK</a></td></tr></tbody></table>

### Add To Prefab

The **Add To Prefab** tab is located on the right of the radial Actions Menu and is used to combine the selected objects into an existing selected prefab. Adding new objects to an Object Prefab will reset the prefab name and make it an entirely new asset. Adding new objects to a Mode Prefab will keep the same prefab name and asset ID.

Learn more about [Prefabs](broken://pages/U1UVYaydcUu6pCvhD0Fz).

{% hint style="info" %}
Saved Object Prefabs cannot be updated with new objects while keeping the same asset ID, but Mode Prefabs can.
{% endhint %}

### Weld

The **Weld** tab is located on the bottom right of the radial Actions Menu and is used to group together Dynamic objects. The origin object of the group has to have Normal physics for the weld to be possible; the rest of the objects can be any physics, but their Object Mode must not be Static. Two vehicles cannot be welded together.

Welded Prefabs have a purple outline around all of the child objects within it, with the parent object having a cyan outline.

{% hint style="warning" %}
Mounted Turret weapons classify as vehicles so they sadly cannot be welded to other vehicles.
{% endhint %}

Welding is similar to prefabbing, but there are a few differences:

* Welds cannot contain static objects
* Vehicle physics don't apply to prefabs
* Welds cannot contain two vehicles
* Welds cannot contain some Dynamic, Normal physics objects. Currently known list:
  * Launchers

Welding is often used to create vehicles that have objects attached to them:

<div><figure><img src="/files/2B3DhueuSJMYweaucQNO" alt=""><figcaption><p>A Warthog with UNSC Cover pieces welded to it that act as armor</p></figcaption></figure> <figure><img src="/files/ZidBjk87RUGk0vqcRgoJ" alt=""><figcaption><p>Razorbacks with an Ammo Crate welded to the back</p></figcaption></figure></div>

> Map: [Just Keep Driving - Sandtrap](https://www.halowaypoint.com/halo-infinite/ugc/maps/acf53d3b-de15-453f-8e40-901fd8272aad)

{% hint style="info" %}
The vehicles were momentarily made to have Phased physics with an exploit before welding in order to phase the cover objects into them because the only physics option for vehicles is Normal. Learn more about: [Applying Inaccessible Object Properties](/knowledge/forge/exploits/applying-inaccessible-object-properties).
{% endhint %}

Welds can also be used to make interactable map objects, sometimes using clever tricks:

<div><figure><img src="/files/17CCUK3JjVVgb1I0Oo9z" alt="" width="563"><figcaption><p>Interactable welded bridge</p></figcaption></figure> <figure><img src="/files/psLTqHkrKc18re4Y127V" alt="" width="563"><figcaption><p>Artificial movement restriction on the Y axis; the sphere is a part of the weld</p></figcaption></figure> <figure><img src="/files/Pgaw5aSN1gx9vsyS6H26" alt="" width="563"><figcaption><p>Bridge falling down after being punched</p></figcaption></figure></div>

> Map: [Boulevard](https://www.halowaypoint.com/halo-infinite/ugc/maps/05a4f045-0b4b-4565-a246-38fb6be62a30)

{% hint style="info" %}
The most important factor in making a welded prefab like this work is ensuring that the movement restriction sphere is perfectly aligned with the welded prefab on the axis that is to be restricted, and that it's enclosed very tightly so that the sphere cannot move in any unwanted directions.
{% endhint %}

#### Massless Children

Welded Prefabs have a setting called "Massless Children" found in the Object Properties of the prefab. This setting makes the welded prefab not take into account the mass it's child objects when calculating physics.

<figure><img src="/files/2zRYHFMjnjNJCi54cqxS" alt=""><figcaption><p>Massless Children setting in the Object Properties of a Welded Prefab</p></figcaption></figure>

<div><figure><img src="/files/w41aukBGVZzd6Hhdmgly" alt=""><figcaption><p>Massless Children OFF</p></figcaption></figure> <figure><img src="/files/omqJ5VwjEdgJZSbqKbf0" alt=""><figcaption><p>Massless Children ON</p></figcaption></figure></div>

#### Weld Bugs

Although welds can be used as useful gameplay elements, there are a ton of bugs surrounding them, which makes working with welded prefabs extremely annoying, sometimes to the point of having to scrap the idea that would have worked if there weren't some obscure issues happening to them.

Learn more about [Welded Prefab Bugs](/knowledge/forge/bugs/welded-prefab-bugs).

### Save Prefab

The **Save Prefab** tab is located on the bottom of the radial Actions Menu and is used to save a selected Prefab to [My Files](#user-content-fn-5)[^5]. After selecting, an interface to enter the name of the prefab will be shown. A quirk of this interface is that a prefab name up to 40 characters can be entered, unlike the 32-character limit of renaming a file through the [File Name](broken://pages/9K9CO7TWI06uOvQOzqEA) interface. This also works for naming Forge Modes by saving Mode Prefabs.

<div><figure><img src="/files/m1sm1qWEXk1WowccJsWS" alt=""><figcaption><p>40-character limit when saving a prefab and entering a name</p></figcaption></figure> <figure><img src="/files/wIDlnpB0VxOjVCISEj6X" alt=""><figcaption><p>32-character limit when editing the name of an asset</p></figcaption></figure></div>

### Unweld

The **Unweld** tab is located on the bottom left of the radial Actions Menu and is used to break the weld from a group of welded Dynamic objects, making the object group into a prefab.

After unwelding, the group of objects will turn into a prefab.

Be aware of the [Welded Prefab Bugs](/knowledge/forge/bugs/welded-prefab-bugs) that may occur when unwelding a welded prefab.

### Ungroup

The **Ungroup** tab is located on the left of the radial Actions Menu and is used to disconnect a group of prefabbed objects or a group of welded Dynamic objects.

After ungrouping, the group of objects that made up the prefab will stay selected. If the prefab included more than 150 objects, only the first 150 objects will stay in the selection. If the remaining objects are Static, they will keep a green outline until a temporary hover-over selection is performed on them.

Learn more about: [Bypassing 150-Object Prefab Limit](/knowledge/forge/exploits/bypassing-150-object-prefab-limit).

<div><figure><img src="/files/c8LNDlLsjNOJs3ZLN36F" alt=""><figcaption><p>A 206-object prefab</p></figcaption></figure> <figure><img src="/files/MubF8k3h5wOcrgCUP3YR" alt=""><figcaption><p>Prefab ungrouped, 150 objects left in the selection</p></figcaption></figure> <figure><img src="/files/UKp7Ke3FWhKejUA0rq2o" alt=""><figcaption><p>Objects deselected, leaving the remaining 56 objects with a green outline</p></figcaption></figure></div>

<div><figure><img src="/files/0NYbWzr6yGvccxaAwjJH" alt="" width="563"><figcaption><p>The green outline will disappear once the object is hovered over with a cursor selection</p></figcaption></figure> <figure><img src="/files/k7bR83Iz2CW40MaFh6Oz" alt="" width="563"><figcaption><p>The green outline will stay on the objects in Play Mode; outline does not stay after a session restart</p></figcaption></figure></div>

> Prefab: [Halo 3 Elephant (2 of 2)](https://www.halowaypoint.com/halo-infinite/ugc/prefabs/85670a93-f8ff-40fd-9874-0c33a5461b12)

### Object Browser

The **Object Browser** tab is located on the top left of the radial Actions Menu and is used to open the Object Browser menu to see a list of objects to spawn in Forge.

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Object Browser</td><td><a href="/files/qT0C3GMssn9f6J3ymzVd">/files/qT0C3GMssn9f6J3ymzVd</a></td><td><a href="/pages/NdRScXDITv5UhA0HSxWr">/pages/NdRScXDITv5UhA0HSxWr</a></td></tr></tbody></table>

## Tools Menu

Holding <img src="/files/7096oEq3l14VkZyeg5CL" alt="Key icon" data-size="line"> (keyboard) or <img src="/files/D4rnDNe7RpK9l9u711UU" alt="Key icon" data-size="line"> (controller) at any time while in Monitor Mode will open the radial Tools Menu:

<figure><img src="/files/04ven02uThv1FaI9vxh7" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th data-type="number">Number</th><th>Name</th><th>Description</th></tr></thead><tbody><tr><td>1</td><td><a href="#node-graph">Node Graph</a></td><td>Open the Node Graph to create scripts.</td></tr><tr><td>2</td><td><a href="#build-menu">Build Menu</a></td><td>Build data for various map elements.</td></tr><tr><td>3</td><td><a href="#quicksave">Quicksave</a></td><td>Save the current map version with no custom version note added.</td></tr></tbody></table>

### Node Graph

The **Node Graph** tab is located on the top of the radial Tools Menu and is used to open the Node Graph to create scripts. The Node Graph Interface can also be opened with <img src="/files/WHPtb89nFQB8JYZJyZcX" alt="Key icon" data-size="line"> (keyboard).

Learn more about [Node Graph Interface and Controls](/scripting/scripting-basics-and-ui/node-graph-interface).

### Build Menu

The **Build Menu** tab is located on the right of the radial Tools Menu and is used to build data for various map elements. The available map data to build are:

* [Lighting](/forge/lighting/building-lighting)
* [Nav Mesh](/forge/nav-mesh/building-nav-mesh)
* [Audio](/forge/gameplay/audio/building-audio)
* [Reflection Volumes](/forge/lighting/lighting-modifiers/reflections/building-reflection-volumes)

Yellow warning symbols are displayed on the elements that aren't up-to-date with the current state of the map. While these do convey a real problem, the map can still be played and published even if some build data has a warning symbol next to it.

<div><figure><img src="/files/oSXVSEwCISsRN133B0f7" alt=""><figcaption><p>Outstanding elements left to build after map modifications</p></figcaption></figure> <figure><img src="/files/WE6L7NNR0NJFVVs8VmcK" alt=""><figcaption><p>All build data up-to-date with the current state of the map</p></figcaption></figure></div>

Due to all the warning symbols appearing right after even a single object's position is altered on the map, it is not recommended to constantly keep building map element data just because there is a warning symbol next to it. Instead, learn when map data should be built and build it only when necessary.

{% content-ref url="/pages/PruYoFVu12dKbfSQ63ER" %}
[Building Lighting](/forge/lighting/building-lighting)
{% endcontent-ref %}

{% content-ref url="/pages/eHVYTZlqv3wWMUyOhMRp" %}
[Building Nav Mesh](/forge/nav-mesh/building-nav-mesh)
{% endcontent-ref %}

{% content-ref url="/pages/35rbgXxX7Ck8rl5kqxya" %}
[Building Audio](/forge/gameplay/audio/building-audio)
{% endcontent-ref %}

{% content-ref url="/pages/23fYEEteLM5oYyUnzULu" %}
[Building Reflection Volumes](/forge/lighting/lighting-modifiers/reflections/building-reflection-volumes)
{% endcontent-ref %}

### Quicksave

The **Quicksave** tab is located on the bottom of the radial Tools Menu and is used to save the current map version with no custom version note added. After activation, a message will show in the killfeed indicating that the map version has been saved successfully. A quicksave can also be done with <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/Ggc42WnTaXm24T6Id9Rr" alt="Key icon" data-size="line"> (keyboard).

<figure><img src="/files/C6riiQZ6B4NPLNgzOT9R" alt=""><figcaption><p>Message "{Gamertag} Map saved successfully." displaying in the killfeed after a quicksave</p></figcaption></figure>

A quicksave will not prompt for a version note to be added to the saved version. Instead, the string "Quicksave" will be automatically added as the note for the version.

Learn more about: [Saving Assets](/forge/forge-basics-and-ui/saving-assets).

<figure><img src="/files/ehkx9TY4ltTqysLAQsEG" alt=""><figcaption><p>Automatic edit note "Quicksave" seen on some versions in a map's version history</p></figcaption></figure>

## Play Mode

If Play Mode is entered with <img src="/files/AHovnwxZZHwLLhu9LcqR" alt="Key icon" data-size="line"> (keyboard) or \[Hold] <img src="/files/sKgxsm3Id7SyeRAobpsA" alt="Key icon" data-size="line"> (controller), the Forge interface changes to show information relevant to gameplay:

<figure><img src="/files/HcxbiA4ut0RrXC7FHnBe" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th data-type="number">Number</th><th>Name</th><th>Description</th></tr></thead><tbody><tr><td>1</td><td><a href="#runtime-budget-meter">Runtime Budget Meter</a></td><td>Displays the runtime budget which is the most full based on the current state of the map.</td></tr><tr><td>2</td><td><a href="#score-and-timer">Score and Timer</a></td><td>Displays the score of two teams and an unlimited timer that counts upwards.</td></tr><tr><td>3</td><td><a href="#global-log">Global Log</a></td><td>Displays the runtime state of the Node Graph including potential errors and warnings.</td></tr><tr><td>4</td><td><a href="#controls-helper-1">Controls Helper</a></td><td>Displays controls and shortcuts for various actions</td></tr></tbody></table>

### Runtime Budget Meter

The **Runtime Budget Meter** is located in the bottom left of the screen, and displays the runtime budget which is the most full based on the current state of the map. The different budgets that can be displayed are:

* Runtime Objects
* Navpoints
* Objectives
* AI Units

<div><figure><img src="/files/U3jqD5KIutK3b4ntXgud" alt=""><figcaption><p>Runtime Objects usage display</p></figcaption></figure> <figure><img src="/files/Ubx8RYERxcHJeg6r8AJ3" alt=""><figcaption><p>Navpoints usage display</p></figcaption></figure></div>

<div><figure><img src="/files/6f840K9z7RlGRsWYTX2j" alt=""><figcaption><p>Objectives usage display</p></figcaption></figure> <figure><img src="/files/RzLBPiMzPCQA4DCNZpJS" alt=""><figcaption><p>AI Units usage display</p></figcaption></figure></div>

A yellow warning symbol appears on the Runtime Budget Meter if the displayed budget of the map reaches 80%, and at 100% the progress bar turns red.

<div><figure><img src="/files/VgFulAFgXt8iXHINSu8J" alt=""><figcaption><p>Warning symbol shows up at 80%</p></figcaption></figure> <figure><img src="/files/B1HGljkQINwAHhWjKhrG" alt=""><figcaption><p>Progress bar turns red at 100%</p></figcaption></figure></div>

The budget shown on the Runtime Budget Meter cannot manually be changed to display another budget. It only always displays the budget with the most usage at runtime. Visibility of the Runtime Budget Meter can be toggled from [Tool Settings](/forge/forge-basics-and-ui/forge-interface/tool-settings) > HUD > [Runtime Budget Meter](#user-content-fn-1)[^1].

### Score and Timer

The **Score and Timer** are located in the bottom middle of the screen, and display the score of two teams and an unlimited timer that counts upwards. The score in the Forge Play Mode can only be adjusted via scripting with the [Adjust Team Points](/scripting/nodes/game-mode/adjust-team-points) node.

The UI for the score display is built to support values up to 4 digits long before it starts to overflow. The score field can display values up to 2147483647 and down to -2147483647, which is the maximum value for a 32-bit signed binary integer. All values beyond those will display "EE".

<div><figure><img src="/files/hM4WaRttnmD5ZUowDomt" alt=""><figcaption><p>Eagle: 123 / Cobra: 45678</p></figcaption></figure> <figure><img src="/files/bkEkOASAlxQEHzlRpdFb" alt=""><figcaption><p>Score 2147474816 on both teams</p></figcaption></figure></div>

<div><figure><img src="/files/lmcqUmdr8PvUgVYQE4n7" alt=""><figcaption><p>Eagle: -2147474816 / Cobra: 0</p></figcaption></figure> <figure><img src="/files/JAfjKUlW1pbmfG5n76Pk" alt=""><figcaption><p>Eagle: EE / Cobra: 0</p></figcaption></figure></div>

### Global Log

The **Global Log** is located in the top right of the screen, and displays the runtime state of the Node Graph including potential errors and warnings.

The syntax for an error is as follows:

> <mark style="color:red;">**Warning**</mark>/<mark style="color:yellow;">**Caution**</mark> <{Script Brain Name}> {error statement}\
> \--- Node Graph **failed to build**

<figure><img src="/files/8skPiUwpyYgejdnze9Sc" alt=""><figcaption><p>The Global Log displaying Warning and Caution messages indicating a script that did not execute properly.</p></figcaption></figure>

Many scripters have despised the lack of detail in the error statements printed in the Global Log as they can often be too vague such as "node missing required property", which doesn't indicate which node is the cause, and which property is missing.

Visibility of the Play Mode Global Log can be toggled from [Tool Settings](/forge/forge-basics-and-ui/forge-interface/tool-settings) > [HUD > Global Log](#user-content-fn-1)[^1].

### Controls Helper

The **Controls Helper** is located in the top right of the screen, and displays controls and shortcuts for various actions. In Play Mode, it only displays the control to return to Monitor Mode, <img src="/files/AHovnwxZZHwLLhu9LcqR" alt="Key icon" data-size="line"> (keyboard) or \[Hold] <img src="/files/sKgxsm3Id7SyeRAobpsA" alt="Key icon" data-size="line"> (controller).

## Trivia

At a glance, Halo Infinite's Forge is modeled heavily after Halo 5's. The default control scheme for controllers is also reminiscent of Halo 5's defaults. Users of previous titles have control schemes available to choose from to have an experience closer to those titles.

While the menus are similarly placed and handle very similarly to Halo 5's, there is the addition of radial menus that can be called for accessing functions like prefabbing, group welding, opening a Script Brain's node graph, etc., and the options available across the board are much deeper.

It is apparent via node graphs, the expanded lighting options, and more, that many cues have been taken from more fully-featured game dev IDEs and repackaged to work well and have parity between console and pc.

As with any tool of this complexity and depth, there is a learning curve present with the tool, but it remains that the surface-level is still accessible enough to build simple levels. The forger will just need to know the majority of the toolset in order to bring their level to a higher standard, which wasn't previously possible, and now is expected of the top performing levels.

***

#### <mark style="color:green;">Contributors</mark>

Okom\
Captain Punch\
Mr Greencastle\
Yolomcswag\
MikRips

[^1]: Add link when complete

[^2]: Add link when the article for it is written

[^3]: Add link when ready

[^4]: Add link when written

[^5]: Add link once done


# Object Browser

An interface that displays a list of objects to spawn in Forge.

<figure><img src="/files/qT0C3GMssn9f6J3ymzVd" alt="The Object Browser and it&#x27;s tab icon"><figcaption></figcaption></figure>

The Object Browser tab is the first tab at the top of the Forge Menu and it displays a list of objects to spawn in Halo Infinite Forge.

## Interface

The Object Browser tab consists of object categories and subcategories, within which are spawnable objects. The categories can be opened and closed, and their state will persist until the Forge session is closed. A short description of the selected item is shown under the main interface. In addition to object categories, there are also categories for recently used objects, and Modes and Prefabs that you are a [Collaborator](broken://pages/bh8WTdAKMqPcmgg6qGrG) on or have bookmarked.

<div><figure><img src="/files/0vyXOAh1grz00hR2ortl" alt=""><figcaption><p>Object Browser tab with all categories collapsed</p></figcaption></figure> <figure><img src="/files/ll97favfWcIkst0sCcev" alt=""><figcaption><p>Object Browser tab with two categories open</p></figcaption></figure> <figure><img src="/files/YPZkamM6i15PgmA5X3X7" alt=""><figcaption><p>Accents > Forerunner category open in the Object Browser tab</p></figcaption></figure></div>

## Controls

Controls related to navigating the Object Browser tab. Options for both Keyboard and Mouse, and Controller are provided:

{% tabs %}
{% tab title="Keyboard and Mouse" %}

* <mark style="color:yellow;">Open the Object Browser tab</mark>: <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/KIi5UpKrEkzpTUJIf2k9" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/NU48ZWw2ULHcLNOh4XoG" alt="Key icon" data-size="line"> → <img src="/files/7096oEq3l14VkZyeg5CL" alt="Key icon" data-size="line"> / <img src="/files/x1r27cgEnmpoZyXsBZXD" alt="Key icon" data-size="line">
  * Alternative: \[Hold] <img src="/files/x1r27cgEnmpoZyXsBZXD" alt="Key icon" data-size="line"> → Object Browser <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line"> / <img src="/files/rrcDfGBeDKpnwhZUlEK5" alt="Key icon" data-size="line"> / <img src="/files/8QcXohxc3S7kze2TrCYy" alt="Key icon" data-size="line"> / <img src="/files/rNxt5fYqCj0OO9XVMP7Z" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Close the Object Browser tab</mark>: <img src="/files/Njvoa3Z9Wq8g5supwdcg" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/NU48ZWw2ULHcLNOh4XoG" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/CqTZJmT7VBORbAcKa2tq" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Navigation</mark>: <img src="/files/QbF60azYUp3peQKuckMY" alt="Key icon" data-size="line">, <img src="/files/3i79ikuLZIPiJiUkZyis" alt="Key icon" data-size="line">, <img src="/files/Ggc42WnTaXm24T6Id9Rr" alt="Key icon" data-size="line">, <img src="/files/53gscrTYczA6l0QqCUzs" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/EZRLkWpVoWFOlgcVSRmO" alt="Key icon" data-size="line">, <img src="/files/2dZYmPpgMk3Yot5Frv57" alt="Key icon" data-size="line">, <img src="/files/TkDCsU2dYpggeZnxlFa5" alt="Key icon" data-size="line">, <img src="/files/LXDodznNpkhJL6gukEh4" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/j3FOtnwbH6BdZkMh68ik" alt="Key icon" data-size="line">, <img src="/files/coOWMS7JQoekDbEDl1ml" alt="Key icon" data-size="line">, <img src="/files/8UPdQ41Ds2EKHbJYZH7r" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Up</mark>: <img src="/files/aO2hfyuN2Er0GyymjesG" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/pkKRucTK8AsorQPTS3MW" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Down</mark>: <img src="/files/vCxDQAdBbiTIop594fEx" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/WtKYC7cUj9QhArn7OP5e" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Select Item / Expand/Collapse Category</mark>: <img src="/files/rrcDfGBeDKpnwhZUlEK5" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/8QcXohxc3S7kze2TrCYy" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/rNxt5fYqCj0OO9XVMP7Z" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Expand/Collapse All Categories</mark>: <img src="/files/83Wq1Upn0ZR3KgAoxAH6" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Go Back</mark>: <img src="/files/Njvoa3Z9Wq8g5supwdcg" alt="Key icon" data-size="line">
  * Alternative: \[Hover] Subcategory Name at the top → <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line">
    {% endtab %}

{% tab title="Contoller" %}

* <mark style="color:yellow;">Open the Object Browser tab</mark>: <img src="/files/xtt3hncfBF4DAfo90QJW" alt="Key icon" data-size="line"> → <img src="/files/fRqPckQbpzNnNA473arr" alt="Key icon" data-size="line"> / <img src="/files/9TcrFusWJwXARZUVmb64" alt="Key icon" data-size="line">
  * Alternative: \[Hold] <img src="/files/xtt3hncfBF4DAfo90QJW" alt="Key icon" data-size="line"> → Object Browser <img src="/files/XOcpVodKvWaULXpiy2MQ" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Close the Object Browser tab</mark>: <img src="/files/KEXtes2deox76Iia7jwi" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Navigation</mark>: <img src="/files/XOcpVodKvWaULXpiy2MQ" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/JQTGWUXKxxTifJ6WqLzB" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Up</mark>: <img src="/files/1qx49jtoVJtH5VMeoRxA" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Down</mark>: <img src="/files/J8G0hQMeiaVe6JGpB0NX" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Select Item / Expand/Collapse Category</mark>: <img src="/files/KM64wv1FjRBXxfXsJmQM" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Expand/Collapse All Categories</mark>: <img src="/files/NoCBRZ8ElzI8v3v5KFRT" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Go Back</mark>: <img src="/files/KEXtes2deox76Iia7jwi" alt="Key icon" data-size="line">
  {% endtab %}
  {% endtabs %}

## Categories ↓

The sections below detail the different categories within the Object Browser tab, and their contents in detail. The [Forge Object List](#forge-object-list) section acts as a searchable full object list for Halo Infinite Forge.

### Recents

A list of the most recently placed objects. This list persists between Forge sessions, and only resets when the game is closed.

### Modes

A list of Forge Modes that you are a collaborator on, or have bookmarked. The modes (consisting of only Mode Brains) can be placed on the map straight from the menu.

When a Forge session is loaded, each player requests all of their owned and bookmarked modes to be loaded so the game can display these in the Modes category. This happens for both modes and prefabs. For players who have a lot of these, it can cause upwards of 1000 network requests just from loading the same modes and prefabs every time a new Forge session is loaded.

<div><figure><img src="/files/I7mEXgrFKBz1uNDIADI4" alt=""><figcaption><p>Prefabs and modes start loading right after the map loads</p></figcaption></figure> <figure><img src="/files/jf29CzVZIyFCeQtbWH19" alt=""><figcaption><p>Over 100 asset requests in</p></figcaption></figure> <figure><img src="/files/7GTJWKbI32D175EnSiSp" alt=""><figcaption><p>Around 1130 asset requests by joining a Forge session</p></figcaption></figure></div>

> Tool: [InfiniteMITM](https://github.com/Alexis-Bize/InfiniteMITM)

This results in not being able to easily select modes or prefabs from the corresponding categories when the requests are being made as the list of items is constantly changing, which resets the position of the scroll bar to the top of the category. Only after all of the requests have been fulfilled, will the scroll bar stop resetting.

### Prefabs

A list of Object Prefabs that you are a collaborator on, or have bookmarked. The prefabs can be placed on the map straight from the menu. When a Forge session is loaded, each player requests all of their owned and bookmarked prefabs to be loaded so the game can display these in the Prefabs category.

<div><figure><img src="/files/plbR9YAoFklgFVMgBdXR" alt=""><figcaption><p>Forge map load started at request #1244</p></figcaption></figure> <figure><img src="/files/QBgPyhxRWyaNW4iApnOl" alt=""><figcaption><p>After 1123 requests, all the assets are loaded</p></figcaption></figure></div>

### Forge Object List

Full object list of all spawnable objects in Halo Infinite Forge:

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Forge Object List</td><td><a href="/files/TLN3MDiQ9okg1nVbp0Ly">/files/TLN3MDiQ9okg1nVbp0Ly</a></td><td><a href="/pages/PRGlXqAgKNSi9rKiIFsS">/pages/PRGlXqAgKNSi9rKiIFsS</a></td></tr></tbody></table>

## Hidden Categories

There are hidden categories in the Object Browser which hold assets that have not been validated for Forge yet, but may have been used by 343 on their internal builds while making Forge maps. It also holds depreciated objects, that have been replaced by a new variant. Most of these are objects that have had their origin point changed.

A showcase of the hidden objects of Season 5 can be seen in this YouTube video:

{% embed url="<https://www.youtube.com/watch?v=sQPAoypRJFY>" %}

> Map: [Hidden Forge Objects Season 5](https://www.halowaypoint.com/halo-infinite/ugc/maps/47dce9d6-f7bd-4570-9e75-e4a9c0fcab5d)

> Map: [Hidden Forge Objects](https://www.halowaypoint.com/halo-infinite/ugc/maps/f358f1e5-c944-43d1-81e4-139e4caf1e88) (alternative)

The hidden categories are named "Hidden", "Kits" and "Templates":

<figure><img src="/files/2BrJ11LuFK0WSDAdHL25" alt=""><figcaption><p>Hidden categories in the Object Browser</p></figcaption></figure>

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Hidden Forge Objects</td><td><a href="/files/hRDajfuf1Bs0ZskDxwb4">/files/hRDajfuf1Bs0ZskDxwb4</a></td><td><a href="/pages/f696Of6F2leon2nS1KeK">/pages/f696Of6F2leon2nS1KeK</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom\
Surasia


# Forge Object List

All spawnable objects from the Object Browser in Halo Infinite Forge.

A searchable list of all spawnable objects from the Object Browser in Halo Infinite Forge. The object list has to be updated manually by a wiki contributor when changes are made to Halo Infinite.

<figure><img src="/files/TLN3MDiQ9okg1nVbp0Ly" alt="Cover image"><figcaption></figcaption></figure>

## Object List Versions

* [CU29](https://docs.google.com/document/d/1c_6PJL1bz11M54poWW99SGxyDhjmCS-25MKICdCzZ-M)
* [CU34, Fleetcom Operation Update](https://github.com/The-Scripters-Guild/ForgeWiki/blob/e498f4f809d7a1fbf49041f5fd450b8853cd0b3d/forge/forge-basics-and-ui/forge-interface/object-browser/forge-object-list.md)

Current list up-to-date as of [Snowbound Operation Update](https://support.halowaypoint.com/hc/en-us/articles/32659387053844-Halo-Infinite-Snowbound-Operation-Update-Patch-Notes).

## Accents

### Antennas

Booster Antenna

Cellular Antenna

Fixed Satellite Dish

Large Satellite Dish

Portable Satellite Dish

Radar Ball

Radar Tower Small

Signal Antenna

UHF Antenna

UNSC Antenna Boom

UNSC Radar Unit

UNSC Satellite Dish Mounted

UNSC Satellite Dish Portable

UNSC Satellite Dish Trailer

### Antennas MP

Radar Ball MP

Radar Tower Small MP

UHF Antenna MP

UNSC Antenna Boom MP

UNSC Satellite Dish Mounted MP

UNSC Satellite Dish Portable MP

### Arena

Arena Block A

Arena Column A

Arena Corner Cover

Arena Cover A

Arena Octagon Cover

### Banished

Attach Shield A

Attach Thruster A

Banished Food Container A

Barricade Cover Half B

Bridgeconsole B

Bridgeserver A

Cargobox Huge Open Bothend

Cargobox Large Side Panel A

Cargobox Large Side Panel B

Cargobox Midsection

Cargobox Open

Cargobox Small Side Panel A

Cargobox Small Side Panel B

Catwalk Bridge A

Catwalk Bridge B

Catwalk Bridge End A

Catwalk Console B

Catwalk Roof Connector End A

Catwalk Roof Connector End B

Catwalk Structure Corner A

Catwalk Structure Ramp E

Catwalk Structure Ramp Mid A

Catwalk Structure Straight A

Catwalk Structure Straight End A

Container Medium

Container Small

Container Stack

Crate Cover A

Crate Cover Full B

Crate Cover Half A

Dropped Hatch Destroyed

Droppod Base A

Droppod Hatch Intact

Dropwall Catwalk Structure Straight A

Dropwall Catwalk Structure Straight A Open

Dropwall Structure Straight Platform A

Elevator Shaft

Elevator Tunnel Platform A

Floor Grating

Food Container Stack

Gate Outpost Engine

Grating Floor Upper Connection

Grating Floor Upper Short

Harvester Antenna

Harvester Base

Harvester Generator

Harvester Large Spike

Helmetrack Cover A

Holotable A

Holotable B

Holotable Controlterminal A

Modular Dropwall

Modular Dropwall Divider

Modular Ramp Grating Lower Cover

Motorpool Shelf

Motorpool Warthog Cage A

Prison Cell Door

Prison Fence 45° Turn A

Prison Fence Post A

Prison Fence Straight A

Prison Interior Door

Prison Interrogation Doorway

Railing Cover Half A

Refinery Pipe Connection A

Refinery Pipe Connection B

Refinery Pipe Corner 45° Short A

Refinery Pipe Corner 45° Short B

Refinery Pipe Corner 90°

Refinery Pipe Straight Long

Refinery Pipe Straight Short

Scrap Container

Security Half Wall A

Security Wall A

Security Wall Connection A

Security Wall Connection B

Security Wall Corner A

Security Wall Flat A

Spike Light

Tanktrap Cover

Vehicle Baler Arm A

Walkway - Plug

Walkway - Socket

Watchtower Arm A

Watchtower Base A

Watchtower Main A

### Banished MP

Control Room Window

### Barrels

Barrel Closed

Barrel Closed Rusty Striped

Barrel Closed Striped

Barrel Closed Worn

Barrel Open

UNSC Barrel

Water Barrel

### Barrels MP

Barrel Closed Rusty Striped MP

Barrel Closed Striped MP

Barrel Closed Worn MP

UNSC Barrel MP

### Bazaar

Books A

Dirty Bucket

Tire Bald

Tire Bald w/Wheel

Tire w/Tread

Tire w/Wheel

Wheel

### Bazaar MP

Books A MP

Dirty Bucket MP

Metallic Fuel Canister MP

Plastic Fuel Canister MP

Plastic Liquid Canister MP

Shutter Doors MP

Tire Bald MP

Tire Bald w/Wheel MP

Tire w/Tread MP

Tire w/Wheel MP

UNSC Duffle Bag MP

Wheel MP

### Bodies

Brute Body A

Brute Body B

Brute Body C

Brute Body D

Brute Body E

Brute Body F

Brute Body G

Brute Body H

Elite Body A

Elite Body B

Elite Body C

Elite Body D

Elite Body E

Grunt Body A

Grunt Body B

Grunt Body C

Grunt Body D

Grunt Body E

Jackal Body A

Jackal Body B

Jackal Body C

Marine Body A

Marine Body B

Marine Body C

Marine Body D

Marine Body E

Marine Body F

Sentinel Wreckage A

Sentinel Wreckage B

Sentinel Wreckage C

Spartan Griffin's Armor

Spartan Hovarth's Armor

Spartan Kovan's Armor

Spartan Makovich's Armor

Spartan Sorel's Armor

Spartan Sorel's Armor Infected

Spartan Stone's Armor

Spartan Stone's Armor Infected

Spartan Vettel's Armor

Spartan Vettel's Armor Infected

### City Props

AC Unit Large

Bench

Billboard for Enlist in the UNSC

Billboard for Gauss Soda

Billboard for Holopuppy

Billboard for Mister Chief Fragrance

Billboard for Slipspace Burger

Billboard for Transport Dynamics

Chair

Cloth Window Awning

Concrete Bench

Double Seat

Extendable Ladder

Firehouse Mount

Gauss Lemonade Can

Gauss Soda Can

Gauss Soda Vending Machine

Hand Cart

Locker

Metal Pallet

Mop

Plastic Water Canister

Round Traffic Cone

Scissor Lift

Shelves

TV

Tool Cart

Traffic Pylon

Triangle Traffic Cone

Ventilation Unit Large

Ventilation Unit Roof

Ventilation Unit Wall

Wall Air Machine

Window Facade

### City Props MP

AC Unit Large MP

Concrete Bench MP

Construction Barrier MP

Extendable Ladder MP

Firehouse Mount MP

Hand Cart MP

Mombasa Traffic Cone MP

Plastic Water Canister MP

Poster MP

Surveillance Camera MP

Tarp E MP

Tarp F MP

Ventilation Unit Large MP

Ventilation Unit Roof MP

Ventilation Unit Wall MP

Wall Air Machine MP

### Covenant

Covenant Antenna

Covenant Arch

Covenant Blocker A

Covenant Closed Drop Pod

Covenant Containment Tank

Covenant Cover A

Covenant Crate A

Covenant Crate B

Covenant Crate C

Covenant Deco A

Covenant Drop Pod

Covenant Drop Pod Door

Covenant Fuel Cell

Covenant Hologram Generator

Covenant Hologram Plinth

Covenant Methane Fan A

Covenant Pillar Wall A

Covenant Pillar Wall B

Covenant Plinth Deco A

Covenant Portable Shield

Covenant Power Station

Covenant Projector

Covenant Shield Projector

Covenant Shield Stabilizer

Covenant Supply Crate

Covenant Terminal Base A

Covenant Terminal Top A

Covenant Terraformer

Covenant Wall Emblem

Covenant Wall Light A

Covenant Wall Sconce

Covenant Watchtower Base

Covenant Watchtower Platform

High Charity Door

High Charity Doorframe

### Cover

Concrete Barrier Long

Concrete Barrier Short

Curved Half Cover

Gabion Rock Filled Tall

Gabion Sand Filled

Gabion Sand Filled Large

Gabion Sand Filled Tall

Plated Half Cover

Steel Concrete Barrier Long

Steel Concrete Barrier Short

UNSC Deployable Cover Large

UNSC Deployable Cover Small

### Cover MP

Concrete Barrier Long MP

Concrete Barrier Short MP

Gabion Rock Filled Tall MP

Gabion Sand Filled Large MP

Gabion Sand Filled MP

Gabion Sand Filled Tall MP

Steel Concrete Barrier Long MP

Steel Concrete Barrier Short MP

UNSC Deployable Cover Large MP

UNSC Deployable Cover Small MP

### Crates

Ammo Case

Ammo Case Open

Crate Pallet

Crate Ruggedized

Hard Case No Handle

Horizontal Hard Case

Lift Crate Double

Lift Crate Half

Lift Crate Quarter

Medical Workbox

Pallet Of Crates

Small Ammo Can

Small Hard Case

Square Hard Case

Square Hard Case Open

Tarp Covered Crates

UNSC Cargo Crate

UNSC Toolbox

UNSC Top Load Case

Water Pallet

Weapon Crate

### Crates MP

Ammo Case MP

Ammo Case Medic MP

Ammo Case Military 01 MP

Ammo Case Military 02 MP

Ammo Case Open MP

Ammo Case Pioneer MP

Ammo Case SpecOps MP

Crate Pallet Tan MP

Crate Ruggedized MP

Hard Case No Handle MP

Hard Case No Handle MP Medic

Hard Case No Handle MP SpecOps

Horizontal Hard Case Green MP

Horizontal Hard Case MP

Horizontal Hard Case Medic MP

Horizontal Hard Case Pioneer MP

Lift Crate Double MP

Lift Crate Half MP

Lift Crate Quarter MP

Medical Workbox MP

Pallet Of Crates MP

Small Ammo Can MP

Small Hard Case MP

Small Hard Case MP SpecOps

Square Hard Case MP

Square Hard Case Medic MP

Square Hard Case Military 01 MP

Square Hard Case Open MP

Square Hard Case Pioneer MP

Square Hard Case SpecOps MP

Tarp Covered Crates MP

UNSC Cargo Crate MP

UNSC Toolbox MP

UNSC Toolbox Medic MP

UNSC Toolbox Pioneer MP

UNSC Toolbox SpecOps MP

UNSC Top Load Case MP

UNSC Top Load Case Pioneer MP

UNSC Top Load Case SpecOps MP

Water Pallet MP

Weapon Crate MP

### Destructibles

Clay Pot A

Clay Pot B

Clay Pot C w/Palm A

Clay Pot C w/Palm B

Clay Pot C w/Palm C

Conduit Computer

Creature Tank

Destructible Keypad A

Destructible Keypad B

Destructible Keypad B - Closed

Destructible Monitor A

Destructible Monitor C

Destructible Monitor D

Destructible Monitor G

Destructible Vent Cover

Electrical Box A

Electrical Box B

Electrical Box C

Electrical Box D

Electrical Box E

Electrical Box F

Electrical Box G

Framed Picture A

Framed Picture B

Framed Picture C

Framed Picture D

Fuel Canister

Fuel Station

Landmine

Oxygen Tank

Plastic Crate Empty

Small Wooden Bench

Soda Crate Empty

Soda Crate w/Soda

Stackable Chair

Target Dummy Brute

Target Dummy Grunt

Wall Keypad

Wooden Bookcase A

Wooden Bookcase B

Wooden Box Apple

Wooden Box Banana

Wooden Box Carrot

Wooden Box Empty

Wooden Box Mango

Wooden Box Tomato

Wooden Box Watermelon

Wooden Chair

Wooden Column Round - Full

Wooden Column Square

Wooden Column Square Broken Railing A

Wooden Column Square Broken Railing B

Wooden Lattice

Wooden Market Table

Wooden Pallet A

Wooden Pallet B

Wooden Pallet C

Wooden Railing

Wooden Railing Broken A

Wooden Railing Broken B

Wooden Railing Stairs

Woven Basket

### Destructibles MP

Books Stack B MP

Cafe Stool MP

Cardboard Box A Bluetape MP

Cardboard Box A MP

Cardboard Box A White MP

Cardboard Box B Bluetape MP

Cardboard Box B MP

Cardboard Box B MP White

Cardboard Box C MP

Cardboard Box C MP White

Cardboard Box Open MP

Clay Pot A MP

Clay Pot B MP

Clay Pot C MP

Clay Pot C w/ Palm Tree A MP

Clay Pot C w/ Palm Tree B MP

Clay Pot C w/ Palm Tree C MP

Conduit Computer MP

Destructible Keypad B - Closed MP

Destructible Keypad B MP

Destructible Monitor A MP

Destructible Monitor C MP

Destructible Monitor D MP

Destructible potted plant A MP

Destructible potted plant B MP

Electrical Box A MP

Electrical Box B MP

Electrical Box C MP

Electrical Box E MP

Electrical Box F MP

Electrical Box G MP

Fire Extinguisher MP

Framed Picture A MP

Framed Picture B MP

Framed Picture C MP

Framed Picture D MP

Market Table A Fruits A MP

Market Table A Fruits B MP

Market Table A Fruits C MP

Market Table A Fruits D MP

Market Table A Fruits E MP

Oxygen Tank MP

Plastic Crate Empty MP

Small Wooden Backless Bench MP

Soda Crate Empty MP

Soda Crate w/Soda MP

Target Dummy Brute MP

Target Dummy Grunt MP

Wall Keypad MP

Wet Floor MP

Wood Chair A MP

Wood Plank A MP

Wood Plank B MP

Wood Plank C MP

Wood Plank Pile A MP

Wood Plank Pile B MP

Wood Plank Pile C MP

Wooden Bench MP

Wooden Box Apple MP

Wooden Box Banana MP

Wooden Box Carrot MP

Wooden Box Empty MP

Wooden Box Mango MP

Wooden Box Tomato MP

Wooden Box Watermelon MP

Wooden Column Round - Full MP

Wooden Column Round - Half MP

Wooden Column Square Broken Railing A MP

Wooden Column Square Broken Railing B MP

Wooden Column Square MP

Wooden Crate A MP

Wooden Crate B MP

Wooden Crate C MP

Wooden Lattice MP

Wooden Market Table MP

Wooden Pallet A MP

Wooden Pallet B MP

Wooden Pallet C MP

Wooden Railing Broken A MP

Wooden Railing Broken B MP

Wooden Railing MP

Wooden Railing Stairs MP

Wooden Table MP

Woven Basket MP

### Ducts

Vent 15° Corner

Vent 30° Corner

Vent 45° Corner

Vent 90° Corner

Vent Cap

Vent Cover

Vent Height Change

Vent Straight Section

Vent Support

Vent T Joint

Vent X Joint

### Fences

Chain link Fence

Chain link Fence - Non-Telescoping

Chain link Fence Corner

Chain link Fence Gate

Chain link Fence Gateway

Fence Single

### Fences MP

Chain link Fence Corner MP

Chain link Fence Gate MP

Chain link Fence Gateway MP

Fence Tall MP

Gates Commercial District A MP

Gates Commercial District B MP

### Flood

Human Brutalist Concrete Base A

Human Brutalist Concrete Base B

Human Brutalist Concrete Base C

Human Brutalist Concrete Base D

Human Brutalist Ramp Metal Support

Human Brutalist Rebar

Human Brutalist Rebar Broken A

Human Brutalist Rebar Broken B

Human Brutalist Rebar Broken C

Human Brutalist Rebar Broken D

### Flood MP

Blightlands Flood Stalk A MP

Blightlands Flood Stalk B MP

Blightlands Flood Stalk C MP

Blightlands Flood Stalk D MP

Blightlands Flood Stalk E MP

Blightlands Flood Stalk F MP

Blightlands Flood Stalk G MP

Blightlands Growth Cluster A MP

Blightlands Growth Cluster B MP

Blightlands Growth Cluster C MP

Blightlands Growth Cluster D MP

Blightlands Growth Cluster E MP

Blightlands Growth Cluster F MP

Blightlands Growth Cluster G MP

Blightlands Growth Flat A MP

Blightlands Growth Flat B MP

Blightlands Growth Flat C MP

Blightlands Growth Flat D MP

Blightlands Growth Flat E MP

Blightlands Growth Flat F MP

Blightlands Growth Flat G MP

Blightlands Growth Pod Cluster A MP

Blightlands Growth Pod Cluster B MP

Blightlands Growth Pod Cluster C MP

Blightlands Growth Pod Cluster D MP

Blightlands Growth Pod Cluster E MP

Blightlands Growth Pod Cluster F MP

Blightlands Growth Pod Cluster G MP

Blightlands Growth Pod Flat A MP

Blightlands Growth Pod Flat B MP

Blightlands Growth Pod Flat C MP

Blightlands Growth Pod Flat D MP

Blightlands Growth Pod Shell A MP

Blightlands Growth Pod Shell B MP

Blightlands Growth Pod Shell C MP

Blightlands Growth Pod Shell D MP

Blightlands Growth Tendrils A MP

Blightlands Growth Tendrils B MP

Blightlands Growth Tendrils C MP

Blightlands Growth Tendrils D MP

Blightlands Growth Tendrils E MP

Blightlands Growth Tendrils F MP

Blightlands Growth Tendrils G MP

Blightlands Growth Tendrils H MP

Blightlands Growth Tendrils I MP

Blightlands Growth Wall A MP

Blightlands Growth Wall B MP

Blightlands Growth Wall C MP

Blightlands Growth Wall D MP

Blightlands Growth Wall Pod A MP

Blightlands Growth Wall Pod B MP

Blightlands Pod Cluster Ruptured A MP

Blightlands Pod Cluster Ruptured B MP

Blightlands Pod Cluster Ruptured C MP

Blightlands Pod Cluster Ruptured D MP

Blightlands Pod Cluster Ruptured E MP

Blightlands Pod Cluster Ruptured F MP

Blightlands Pod Cluster Ruptured G MP

Blightlands Pod Cluster Ruptured H MP

Blightlands Substrate A MP

Blightlands Substrate B MP

Blightlands Substrate C MP

Blightlands Substrate D MP

Blightlands Substrate E MP

Blightlands Substrate F MP

Blightlands Substrate G MP

Blightlands Substrate H MP

Blightlands Substrate I MP

Blightlands Substrate J MP

Blightlands Substrate K MP

Blightlands Substrate L MP

Blightlands Substrate M MP

Human Brutalist Concrete Base A MP

Human Brutalist Concrete Base B MP

Human Brutalist Concrete Base C MP

Human Brutalist Concrete Base D MP

Human Brutalist Ramp Metal Support MP

Human Brutalist Rebar Broken A MP

Human Brutalist Rebar Broken B MP

Human Brutalist Rebar Broken C MP

Human Brutalist Rebar Broken D MP

Human Brutalist Rebar MP

### Forerunner

Forerunner 24 x 60 x 24 Angled Support

Forerunner 8 x 36 x 32 Angled Support

Forerunner Angled Cover/Support

Forerunner Beam A

Forerunner Beam B

Forerunner Behemoth Door

Forerunner Behemoth Hatch w/Material Swap

Forerunner Catwalk Beam

Forerunner Catwalk Left A

Forerunner Catwalk Left B

Forerunner Catwalk Left C

Forerunner Catwalk Left D

Forerunner Catwalk Left E

Forerunner Catwalk Railing

Forerunner Catwalk Right A

Forerunner Catwalk Right B

Forerunner Catwalk Right C

Forerunner Catwalk Right D

Forerunner Catwalk Right E

Forerunner Control Point

Forerunner Cover Block

Forerunner Cover Full A

Forerunner Cover Full B

Forerunner Cover Full C

Forerunner Cover Full D

Forerunner Cover Half A

Forerunner Cover Half Left B

Forerunner Cover Half Right B

Forerunner Dead Door Small

Forerunner Decorative Pylon

Forerunner Door Small Animated

Forerunner Hex Pillar 128 x 384

Forerunner Hex Pillar 16 x 08

Forerunner Hex Pillar 16 x 24

Forerunner Hex Pillar 16 x 384

Forerunner Hex Pillar 16 x 48

Forerunner Hex Pillar 32 x 96

Forerunner Hex Pillar 64 x 120

Forerunner Hex Pillar 64 x 168 A

Forerunner Hex Pillar 64 x 168 B

Forerunner Hex Pillar 64 x 168 C

Forerunner Hex Pillar 64 x 168 D

Forerunner Hex Pillar 64 x 168 E

Forerunner Hex Pillar 64 x 168 F

Forerunner Hex Pillar 64 x 168 G

Forerunner Hex Pillar 64 x 168 H

Forerunner Hex Pillar 64 x 168 I

Forerunner Hex Pillar 64 x 168 J

Forerunner Hex Pillar 64 x 168 K

Forerunner Hub Cover

Forerunner Light Bridge Emitter

Forerunner Machinery Cover A

Forerunner Machinery Cover B

Forerunner Pedestal

Forerunner Pillar A

Forerunner Pillar B

Forerunner Pillar C

Forerunner Piston

Forerunner Platform 06 x 10 x 44 Left

Forerunner Platform 06 x 10 x 44 Right

Forerunner Platform 10 x 06 x 48 Left

Forerunner Platform 10 x 06 x 48 Right

Forerunner Platform 12 x 04 x 56

Forerunner Platform 12 x 10 x 42 Left A

Forerunner Platform 12 x 10 x 42 Left B

Forerunner Platform 12 x 10 x 42 Right A

Forerunner Platform 12 x 10 x 42 Right B

Forerunner Platform 16 x 08 x 42

Forerunner Platform 18 x 06 x 46 Left A

Forerunner Platform 18 x 06 x 46 Left B

Forerunner Platform 18 x 06 x 46 Right A

Forerunner Platform 18 x 06 x 46 Right B

Forerunner Plinth

Forerunner Podium Large A

Forerunner Podium Large B

Forerunner Ramp

Forerunner Ramp Cover

Forerunner Support A

Forerunner Support B

Forerunner Support C

Forerunner Support D

Forerunner Totem Ring A

Forerunner Totem Ring B

Forerunner Totem Ring C

Forerunner Totem Ring Chunk

Forerunner Totem Ring Debris

### Forerunner MP

Forerunner Beam A MP

Forerunner Beam B MP

Forerunner Behemoth Door MP

Forerunner Behemoth Hatch MP

Forerunner Catwalk Beam MP

Forerunner Catwalk Left A MP

Forerunner Catwalk Left B MP

Forerunner Catwalk Left C MP

Forerunner Catwalk Left D MP

Forerunner Catwalk Left E MP

Forerunner Catwalk Railing MP

Forerunner Catwalk Right A MP

Forerunner Catwalk Right B MP

Forerunner Catwalk Right C MP

Forerunner Catwalk Right D MP

Forerunner Catwalk Right E MP

Forerunner Cover Block MP

Forerunner Cover Full A MP

Forerunner Cover Full B MP

Forerunner Cover Full C MP

Forerunner Cover Full D MP

Forerunner Cover Half A MP

Forerunner Cover Half Left B MP

Forerunner Cover Half Right B MP

Forerunner Dead Door Small

Forerunner Door Inquisitor MP

Forerunner Hex Pillar 128 x 384 MP

Forerunner Hex Pillar 16 x 08 MP

Forerunner Hex Pillar 16 x 24 MP

Forerunner Hex Pillar 16 x 384 MP

Forerunner Hex Pillar 16 x 48 MP

Forerunner Hex Pillar 32 x 96 MP

Forerunner Hex Pillar 64 x 120 MP

Forerunner Hex Pillar 64 x 168 A MP

Forerunner Hex Pillar 64 x 168 B MP

Forerunner Hex Pillar 64 x 168 C MP

Forerunner Hex Pillar 64 x 168 D MP

Forerunner Hex Pillar 64 x 168 E MP

Forerunner Hex Pillar 64 x 168 F MP

Forerunner Hex Pillar 64 x 168 G MP

Forerunner Hex Pillar 64 x 168 H MP

Forerunner Hex Pillar 64 x 168 I MP

Forerunner Hex Pillar 64 x 168 J MP

Forerunner Hex Pillar 64 x 168 K MP

Forerunner Light Bridge Emitter MP

Forerunner Pillar A MP

Forerunner Pillar B MP

Forerunner Pillar C MP

Forerunner Piston MP

Forerunner Platform 06 x 10 x 44 Left MP

Forerunner Platform 06 x 10 x 44 Right MP

Forerunner Platform 10 x 06 x 48 Left MP

Forerunner Platform 10 x 06 x 48 Right MP

Forerunner Platform 12 x 04 x 56 MP

Forerunner Platform 12 x 10 x 42 Left A MP

Forerunner Platform 12 x 10 x 42 Left B MP

Forerunner Platform 12 x 10 x 42 Right A MP

Forerunner Platform 12 x 10 x 42 Right B MP

Forerunner Platform 16 x 08 x 42 MP

Forerunner Platform 18 x 06 x 46 Left A MP

Forerunner Platform 18 x 06 x 46 Left B MP

Forerunner Platform 18 x 06 x 46 Right A MP

Forerunner Platform 18 x 06 x 46 Right B MP

Forerunner Support A MP

Forerunner Support B MP

Forerunner Support C MP

Forerunner Totem Ring A MP

Forerunner Totem Ring B MP

Forerunner Totem Ring C MP

Forerunner Totem Ring Chunk MP

Forerunner Totem Ring Debris MP

Hacking Terminal MP

### Garbage

Bottle Glass

Bottle Open

Civilian Dumpster

Dumpster

Garbage Can

Plastic Bottle

Plastic Bottle Bent

Recycle Bin

To-Go Cup Open

To-Go Cup Straw

Trash Bin A

Trash Can Closed

Warthog Tire Flat

### Garbage MP

Bottle B Bottom Shard MP

Bottle B Top Shard MP

Civilian Dumpster MP

Clutter Pile A MP

Clutter Pile B MP

Clutter Pile C MP

Empty Water Bottle MP

Garbage Pile A MP

Garbage Pile B MP

Garbage Pile C MP

Garbage Pile D MP

Garbage Pile E MP

Garbage Pile F MP

Garbage Pile G MP

Garbage Pile H MP

Garbage Pile I MP

Garbage Pile J MP

Plastic Bottle Bent MP

Plastic Bottle MP

Recycle Bin MP

Trash Bin A MP

Trash Can Closed MP

Trashbag A MP

Trashbag B MP

Warthog Tire Flat MP

### Glass

Glass Transparent 10%

Glass Transparent 20%

Glass Transparent 30%

Glass Transparent 40%

Glass Transparent 50%

Glass Transparent 60%

Glass Transparent 70%

Glass Transparent 80%

Glass Transparent 90%

### Holograms

Hologram Ring A

Hologram Ring B

Prison Structure Hologram

### Missiles

Missile Launcher Turret

Missile Rack

Sabre Missile

Sabre Missile Rack

### Missiles MP

Sabre Missile MP

Sabre Missile Rack MP

### Panels

Exposed Panel

Skeletal Panel

Tapered Panel

Tech Panel

Y Panel

### Pipes

Pipe 15° Corner

Pipe 45° Corner

Pipe 90° Corner

Pipe Cap

Pipe Clamp

Pipe Straight Section

Pipe T Joint

Pipe X Joint

Pipe Y Joint

### Railings

UNSC Railing A

UNSC Railing Angled A

UNSC Railing Angled B

UNSC Railing Angled C

UNSC Railing Corner Inner A

UNSC Railing Corner Inner B

UNSC Railing Corner Outer A

UNSC Railing Corner Outer B

UNSC Railing Covered A

UNSC Railing Covered Angled A

UNSC Railing Covered Angled B

UNSC Railing Covered Angled C

UNSC Railing Covered Corner A

UNSC Railing Covered Slanted A

UNSC Railing Covered Slanted B

UNSC Railing Slanted Inner A

UNSC Railing Slanted Inner B

UNSC Railing Slanted Inner C

UNSC Railing Slanted Outer A

UNSC Railing Slanted Outer B

UNSC Railing Slanted Outer C

### Railings MP

UNSC Railing A MP

UNSC Railing Angled A MP

UNSC Railing Angled B MP

UNSC Railing Angled C MP

UNSC Railing Corner Inner A MP

UNSC Railing Corner Inner B MP

UNSC Railing Corner Outer A MP

UNSC Railing Corner Outer B MP

UNSC Railing Covered A MP

UNSC Railing Covered Angled A MP

UNSC Railing Covered Angled B MP

UNSC Railing Covered Angled C MP

UNSC Railing Covered Corner A MP

UNSC Railing Covered Slanted A MP

UNSC Railing Covered Slanted B MP

UNSC Railing Slanted Inner A MP

UNSC Railing Slanted Inner B MP

UNSC Railing Slanted Inner C MP

UNSC Railing Slanted Outer A MP

UNSC Railing Slanted Outer B MP

UNSC Railing Slanted Outer C MP

### Rubble

Rubble Pile A

Rubble Pile B

Rubble Pile C

UNSC Rubble Pile Small

### Sandbags

Sandbag

Sandbag Curve Large

Sandbag Curve Medium

Sandbag Curve Small

Sandbag Pallet Large

Sandbag Pallet Small

Sandbag Pile

Sandbag Pyramid Large

Sandbag Pyramid Medium

Sandbag Slope Large

Sandbag Slope Medium

Sandbag Slope Small

Sandbag Trio

Sandbag Wall - 16ft

Sandbag Wall - 32ft

Sandbag Wall - 4ft

Sandbag Wall - 64ft

Sandbag Wall - 8ft

UNSC Sandbag

UNSC Sandbag Halfcover

### Sandbags MP

Sandbag Curve Large MP

Sandbag Curve Medium MP

Sandbag Curve Small MP

Sandbag MP

Sandbag MP Green

Sandbag Pallet Large MP

Sandbag Pallet Small MP

Sandbag Pile MP

Sandbag Pyramid Large MP

Sandbag Pyramid Medium MP

Sandbag Slope Large MP

Sandbag Slope Medium MP

Sandbag Slope Small MP

Sandbag Trio MP

Sandbag Wall - 16ft MP

Sandbag Wall - 32ft MP

Sandbag Wall - 4ft MP

Sandbag Wall - 64ft MP

Sandbag Wall - 8ft MP

UNSC Sandbag Halfcover MP

UNSC Sandbag MP

### Signs

Blank Sign

Cinema Sign

Exit Sign

Fronk's

Hospital Sign

Hotel Sign

Star Neon

### Supports

Angled Boomerang

Bracket

Ceiling support

Double Sided Bracket

Double Sided Support

Double Skeletonized Bracket

Large Ceiling Support

Large Wall Bracket

Scaffolding A

Scaffolding B

Scaffolding C

Single Sided Bracket

Skeletonized Bracket

Skinny Support

Skinny Support H

Squared Truss

Support A

Support Beam

Support Bracket E

Support Bracket I

Support Bracket J

Support Scaffolding

Thick Wall Bracket

Y Beam Support

### Tools MP

Duct Tape Roll MP

Tool - Angle Grinder MP

Tool - Drill MP

Tool - Hammer MP

Tool - Impact Driver MP

Tool - Multitool MP

Tool - Pen MP

Tool - Plasma Stapler MP

Tool - Torch MP

Tool - Torque Wrench MP

Tool - Wrench MP

### UNSC

Angled Wall Insert

Angled Wire Fence

Bridge Support Pillar

Bulkhead

Bullet Pile Large

Bullet Pile Small

Canvas Bag

Ceiling Conduit

Ceiling Corner Deco

Chute Hatch

Clip-on Light A

Clip-on Light B

Clip-on Light Clamp

Concrete Block A

Concrete Block B

Concrete Block C

Concrete Block D

Concrete Block E

Concrete Block F

Concrete Column

Conduit Cover

Control Panel

Cooling Fin

Crumpled Vent Panel

Data Tower

Dry Erase Board

Dry Erase Marker

Electrical Junction Boxes

Finned Accent

Floor Machine

Floor Podium

Floor Storage

Floor Tower

Folding Chair

Gantry Crane

Generator Medium

Generator Small

Generator Standalone

Gun Mount Flap A

Gun Mount Flap B

Gun Mount Girder

Gun Mount Panel

Gun Mount Support Girder

Hanging UNSC Monitor

Jumbotron Monitors

Large UNSC Pillar

Large Wall Module

Machine Large

Metal Beam

Metal Shutter

Mounted Speaker

Overhead Track

Pallet Hydrogen Bottles

Pallet Water Barrels

Panel Cover

Patch Kit

Radio Reciever

Rectangle Cover

Rolling Chair

Roof Exhaust

Roof Hatch Vent

Rooftop AC

Round Platform

Sleeping Bag Packed

Sleeping Bag Unrolled

Target - Small

Trim Beam A

Trim Beam B

Trim Beam Corner

Truss/Girder

UNSC Bot Separation Pen

UNSC Catwalk Long

UNSC Catwalk Short

UNSC Crane Body

UNSC Crane Hook

UNSC Crane Top

UNSC Crane Trolley

UNSC Duffle Bag

UNSC Generator

UNSC Powercore

UNSC Road

UNSC Roof Panel Shield

UNSC Wall Tech Extra Large A

UNSC Wall Tech Extra Large B

UNSC Wall Tech Extra Large C

UNSC Wall Tech Extra Large D

UNSC Wall Tech Large A

UNSC Wall Tech Large B

UNSC Wall Tech Med A

UNSC Wall Tech Med B

UNSC Wall Tech Med C

UNSC Wall Tech Med D

UNSC Wall Tech Med E

UNSC Wall Tech Small

UNSC Wall Trim Straight

Wall Meter

Wall Module

Wreckage Hull Box

Wreckage Hull Panel

Wreckage Hull Panel A Large

Wreckage Hull Panel B Large

Wreckage Hull Support Beam

Wreckage Panel A

Wreckage Panel B

Wreckage Panel C

Wreckage Panel D

Wreckage Panel E

### UNSC MP

Angled Wire Fence MP

Bridge Support Pillar MP

Canvas Bag MP

Clip-on Light MP

Concrete Block MP

Concrete Column MP

Control Panel MP

Crumpled Vent Panel MP

Folding Chair MP

Gantry Crane MP

Generator Medium MP

Generator Small MP

Gun Mount Flap A MP

Gun Mount Flap B MP

Gun Mount Girder MP

Gun Mount Panel MP

Gun Mount Support Girder MP

Hanging UNSC Monitor MP

Large UNSC Pillar MP

Line of Shells MP

Machine Large MP

Metal Beam MP

Mounted Speaker MP

Pallet Hydrogen Bottles MP

Pallet Water Barrels MP

Patch Kit MP

Pelican Manual MP

Ready To Eat Meal A MP

Ready To Eat Meal B MP

Ready To Eat Meal C MP

Ready To Eat Meal D MP

Ready To Eat Meal E MP

Scissor Lift MP

Siren Light MP

Sleeping Bag Packed MP

Sleeping Bag Unrolled MP

Target - Small MP

Truss/Girder MP

UNSC Breakfast Field Ration MP

UNSC Cargo Container Tan MP

UNSC Fan

UNSC Field Ration B-9 Unit MP

UNSC Field Ration Individual MP

UNSC Field Ration K-Unit MP

UNSC Field Ration Open B-9 Unit MP

UNSC Open Breakfast Field Ration MP

UNSC Open Pop-Top Field Ration MP

UNSC Pop-Top Field Ration MP

UNSC Wall Trim Straight MP

Wreckage Hull Box MP

Wreckage Hull Panel A Large MP

Wreckage Hull Panel B Large MP

Wreckage Hull Panel MP

Wreckage Hull Support Beam MP

Wreckage Panel A MP

Wreckage Panel B MP

Wreckage Panel C MP

Wreckage Panel D MP

Wreckage Panel E MP

### Vehicles

Civilian Van

Forklift

UNSC Cargo Truck

UNSC Cart

UNSC Sabre

UNSC Submarine

UNSC Truck Wheel

### Vehicles MP

Forklift MP

Tanker Truck MP

UNSC Cargo Truck MP

UNSC Pelican

UNSC Pelican (Landed)

UNSC Sabre MP

UNSC Truck Wheel MP

### Wires

Cable

Cable Cap

Capped Cable

Curved Wires

UNSC Hanging Cables

UNSC Hanging Wires C

UNSC Hanging Wires D

UNSC Hanging Wires E

### Wires MP

Curved Wires MP

UNSC Hanging Cables MP

UNSC Hanging Wires C MP

UNSC Hanging Wires D MP

UNSC Hanging Wires E MP

### Workstations

Holotable A

Holotable B

Workstation A

Workstation B

Workstation C

Workstation D

Workstation Partition

### Workstations MP

Holotable A MP

Holotable B MP

Rolling Chair MP

Workstation A MP

Workstation B MP

Workstation C MP

Workstation D MP

Workstation Partition MP

## Biomes

### Alien Planet

Alien Pearl A MP

Alien Pearl B MP

Alien Tree A MP

Alien Tree B MP

Alien Tree C MP

Alien Tree D MP

Alien Tree E MP

Alien Tree F MP

Alien Tree G MP

Alien Tree H MP

Anemone Cluster A MP

Anemone Cluster B MP

Anemone Pod MP

Anemone Set MP

Anemone Web MP

Blue Snake Plant A MP

Blue Snake Plant B MP

Blue Snake Plant C MP

Cabbage Coral A MP

Cabbage Coral B MP

Cabbage Coral C MP

Cabbage Coral D MP

Cabbage Coral Wall MP

Carnivorous Pipe A MP

Carnivorous Pipe B MP

Carnivorous Pipe C MP

Celestial Cornflower A MP

Celestial Cornflower B MP

Celestial Cornflower C MP

Celestial Cornflower D MP

Celestial Cornflower E MP

Celestial Plant MP

Clara Ferreus Fungorum MP

Coral Tree A MP

Coral Tree B MP

Coral Tree C MP

Coral Tree D MP

Cosmic Growth A MP

Cosmic Growth B MP

Cosmic Growth C MP

Cosmic Growth D MP

Cosmic Growth E MP

Cosmic Growth Feather A MP

Cosmic Growth Feather B MP

Cosmic Growth Feather C MP

Cosmic Thistle Bud A MP

Cosmic Thistle Bud B MP

Cosmic Thistle Bud C MP

Cosmic Thistle Tree Branch MP

Cosmic Thistle Tree Petal MP

Cosmic Thistle Tree Trunk MP

Cosmic Wallflower A MP

Cosmic Wallflower B MP

Deadly Rubus A MP

Deadly Rubus B MP

Deadly Rubus C MP

Durum Fungorum A MP

Durum Fungorum B MP

Egg Bush MP

Etheric Wall Plant A MP

Etheric Wall Plant B MP

Etheric Wall Plant C MP

Extraterrestrial Egg Plant A MP

Extraterrestrial Egg Plant B MP

Feather Fern A MP

Feather Fern B MP

Feather Fern C MP

Flower Egg Cracked MP

Land Kelp A MP

Land Kelp B MP

Land Kelp C MP

Magnum Folium MP

Mushroom Purple A MP

Mushroom Purple B MP

Mushroom Purple C MP

Nebulous Alien Pod MP

Nebulous Weeds A MP

Nebulous Weeds B MP

Nebulous Weeds C MP

Neon Pilea A MP

Neon Pilea B MP

Neon Pilea C MP

Octorose Plant MP

Ovum Pod MP

Oyster Mushroom Leaf A MP

Oyster Mushroom Leaf B MP

Oyster Mushroom Leaf C MP

Oyster Mushroom Leaf D MP

Pastel Waterlily MP

Pastel Waterlily Single MP

Plant Coral A MP

Plant Coral B MP

Plant Coral C MP

Plant Coral D MP

Plant Coral E MP

Plant Coral F MP

Plant Coral Set A MP

Plant Coral Set B MP

Plant Coral Set C MP

Plant Sponge Coral MP

Plant Sponge Coral Set MP

Plant Sponge Coral Web MP

Root Wall Flat MP

Stone Drosera A MP

Stone Drosera B MP

Stone Drosera C MP

Tree Mushroom A MP

Tree Mushroom B MP

Tree Mushroom C MP

Tree Mushroom Foundation Sphere A MP

Tree Mushroom Foundation Sphere B MP

Tree Mushroom Stalk MP

Tree Mushroom Trunk A MP

Tree Mushroom Trunk B MP

Wall Calendrum A MP

Wall Calendrum B MP

Wall Calendrum C MP

### Bushes

Alpine Bush A

Alpine Bush B

Leafy Bush A

Leafy Bush B

Leafy Bush C

Leafy Bush D

Pine Bush A

Pine Bush B

Pine Bush C

Pine Bush D

Pine Bush E

### Bushes MP

Alpine Bush A MP

Alpine Bush B MP

Burnt Pine Bush MP

Leafy Bush A MP

Leafy Bush B MP

Leafy Bush C MP

Leafy Bush D MP

Pine Bush A MP

Pine Bush B MP

Pine Bush C MP

Pine Bush D MP

Pine Bush E MP

Snow Covered Bush A MP

Snow Covered Bush B MP

Snow Covered Bush C MP

Snow Covered Bush Cluster A MP

Snow Covered Bush Cluster B MP

Snow Covered Bush D MP

Snow Covered Pine Bush A MP

Snow Covered Pine Bush B MP

Snow Covered Pine Bush C MP

Snow Covered Pine Bush Cluster A MP

Snow Covered Pine Bush D MP

### Flora

Bracken Fern L

Bracken Fern S

Braid Bulb Shrub S

Braid Bulb Shrubs M

Braid Shrub S

Braid Shrubs M

Cattails L

Cattails S

Cliff Paintbrush Flowers M

Cliff Paintbrush Flowers S

Desert Flower L

Desert Flower M

Desert Flower S

Desert Flower XL

Elder Plant L

Elder Plant S

Elephant Ear M

Elephant Ear S

Hyacinth Patch Medium

Hyacinth Patch Small

Ivy Patch L Long

Ivy Patch L Wide

Ivy Patch M

Ivy Patch S

Moss Patch L

Moss Patch S

Natural Grass L

Natural Grass M

Natural Grass S

Natural Grass XL

Natural Shrub Leafy S

Natural Shrubs Leafy L

Natural Shrubs Leafy M

Phallales Mushroom L

Phallales Mushroom S

Redswept Grass L

Redswept Grass M

Redswept Grass S

Redswept Grass XL

Reeds L

Reeds M

Reeds S

Reeds XL

Silverweed Plant L

Silverweed Plant S

Swordfern L

Swordfern S

Tall Pale Plants L

Tall Pale Plants M

Tall Pale Plants S

Tall Pale Plants XL

Thistle Patch Small

Thistle Patch large

Weed Patch L

Weed Patch M

Weed Patch S

Weed Patch XL

### Flora MP

Beargrass Flower Patch L MP

Beargrass Flower Patch M MP

Beargrass Flower S MP

Brackenfern L MP

Brackenfern S MP

Braid Bulb Shrub S MP

Braid Bulb Shrubs M MP

Braid Shrub S MP

Braid Shrubs M MP

Burned Bush L MP

Burned Bush M MP

Burned Bush S MP

Burned Bush XL MP

Burned Grass Pile L MP

Burned Grass Pile M MP

Burned Grass Pile XL MP

Burned Grass S MP

Burnt Branches A MP

Burnt Branches B MP

Cattails L MP

Cattails S MP

Cliff Paintbrush Flowers M MP

Cliff Paintbrush Flowers S MP

Dead Shrub L MP

Dead Shrub M MP

Dead Shrub S MP

Dead Shrub XL MP

Desert Flower L MP

Desert Flower M MP

Desert Flower S MP

Desert Flower XL MP

Elder Plant L MP

Elder Plant S MP

Elephant Ear M MP

Elephant Ear S MP

Grass Dry L MP

Grass Dry M MP

Grass Dry S MP

Grass Dry XL MP

Grass Red L MP

Grass Red M MP

Grass Red S MP

Grass Red XL MP

Horsetail L MP

Horsetail S MP

Hyacinth M MP

Hyacinth S MP

Hydnellum Mushroom M MP

Hydnellum Mushroom S MP

Inaka Shrub L MP

Inaka Shrub M MP

Inaka Shrub S MP

Ivy Patch L Long MP

Ivy Patch L Wide MP

Ivy Patch M MP

Ivy Patch S MP

Lavender Flowers L MP

Lavender Flowers M MP

Lavender Flowers S MP

Maple Sapling Large A MP

Maple Sapling Small A MP

Maroon Flower S MP

Maroon Flowers L MP

Maroon Flowers M MP

Maroon Flowers XL MP

Moss Patch L MP

Moss Patch S MP

Mushroom Patch L MP

Mushroom Patch S MP

Natural Grass L MP

Natural Grass M MP

Natural Grass S MP

Natural Grass Tall L MP

Natural Grass Tall M MP

Natural Grass Tall S MP

Natural Grass Tall XL MP

Natural Grass XL MP

Natural Shrub Leafy S MP

Natural Shrubs Leafy L MP

Natural Shrubs Leafy M MP

Needle Shrub S MP

Needle Shrubs M MP

Orange Flower S MP

Orange Flowers L MP

Orange Flowers M MP

Orange Flowers XL MP

Phallales Mushroom M MP

Phallales Mushroom S MP

Red Ground Cover Plant S MP

Red Ground Cover Plants M MP

Reed Grass L MP

Reed Grass M MP

Reed Grass S MP

Reed Grass XL MP

Scattered Twigs L MP

Scattered Twigs M MP

Scattered Twigs S MP

Scattered Twigs XL MP

Scorched Grass L MP

Scorched Grass M MP

Scorched Grass S MP

Scorched Grass XL MP

Short Natural Shrub M MP

Short Natural Shrub S MP

Short Snowy Shrub M MP

Short Snowy Shrub S MP

Silverweed Plant M MP

Silverweed Plant S MP

Small Dead Bush L MP

Small Dead Bush M MP

Small Dead Bush S MP

Small Dead Bush XL MP

Snowy Brackenfern L MP

Snowy Brackenfern S MP

Snowy Swordfern L MP

Snowy Swordfern S MP

Swordfern L MP

Swordfern S MP

Tall Pale Plant S MP

Tall Pale Plants L MP

Tall Pale Plants M MP

Tall Pale Plants XL MP

Thistle M MP

Thistle S MP

Tomato Bush M MP

Tomato Bush S MP

Water Lily L MP

Water Lily M MP

Water Lily S MP

Waterleaf M MP

Waterleaf S MP

Weed Patch L MP

Weed Patch M MP

Weed Patch S MP

Weed Patch XL MP

### Ice and Snow MP

Ice Shard A L MP

Ice Shard A M MP

Ice Shard A XL MP

Ice Shard B L MP

Ice Shard B M MP

Ice Shard B XL MP

Ice Shard C L MP

Ice Shard C M MP

Ice Shard C XL MP

Ice Shard Chunk A L MP

Ice Shard Chunk B L MP

Ice Shard Cluster A L MP

Ice Shard Cluster A M MP

Ice Shard Cluster A S MP

Ice Shard Cluster B M MP

Ice Shard Cluster B S MP

Ice Shard Cluster C M MP

Ice Shard Cluster C S MP

Ice Shard Cluster D M MP

Ice Shard D XL MP

Ice Sheet A S MP

Ice Sheet B S MP

Ice Sheet C S MP

Ice Sheet Cluster A MP

Snow Clumps L MP

Snow Clumps M MP

Snow Clumps Round M MP

Snow Clumps S MP

Snowball A MP

Snowball B MP

Snowball C MP

Snowball Cluster A MP

Snowball D MP

Snowball Pile A MP

### Rocks - Alien Planet

Boulders Levitation MP

Limestone Boulder A MP

Limestone Boulder B MP

Limestone Boulder C MP

Limestone Boulder D MP

Megalith Arrangement A MP

Megalith Arrangement B MP

Megalith Arrangement C MP

Megalith Stone A MP

Megalith Stone B MP

Megalith Stone C MP

Megalith Stone D MP

Megalith Stone E MP

Megalith Stone F MP

Megalith Stone G MP

Monolith Rock A MP

Monolith Rock B MP

Monolith Rock C MP

Monolith Rock D MP

Monolith Rock Overgrown A MP

Monolith Rock Pile A MP

Monolith Rock Pile B MP

Monolith Rock Set A MP

Opal Boulder A MP

Opal Boulder B MP

Opal Boulder C MP

Opal Boulder D MP

Opal Boulder Fossil A MP

Opal Boulder Fossil B MP

Opal Boulder Fossil C MP

Opal Boulder Fossil D MP

Opal Cracked Boulder A MP

Opal Cracked Boulder B MP

Opal Cracked Boulder C MP

Opal Cracked Boulder D MP

### Rocks - Alpine

Alpine Boulder

Alpine Rock Arch

Alpine Rock Chunk A

Alpine Rock Chunk B

Alpine Rock Chunk C

Alpine Rock Chunk D

Alpine Rock Chunk E

Alpine Rock Chunk F

Alpine Rock Chunk G

Alpine Rock Chunk H

Alpine Rock Chunk I

Alpine Rock Chunk J

Alpine Rock Chunk K

Alpine Rock Chunk L

Alpine Rock Chunk M

Alpine Rock Chunk N

Alpine Rock Chunk O

Alpine Rock Chunk P

Alpine Rock Cliff

Alpine Rock Column

Alpine Rock Flat

Alpine Rock Group A

Alpine Rock Group B

Alpine Stalactites A

Alpine Stalactites B

Alpine Stalactites C

Alpine Stalactites D

Alpine Stalactites E

Alpine Stalactites F

### Rocks - Burnt Forest

Burnt Forest Boulder

Burnt Forest Rock Arch

Burnt Forest Rock Chunk A

Burnt Forest Rock Chunk B

Burnt Forest Rock Chunk C

Burnt Forest Rock Chunk D

Burnt Forest Rock Chunk E

Burnt Forest Rock Chunk F

Burnt Forest Rock Chunk G

Burnt Forest Rock Chunk H

Burnt Forest Rock Chunk I

Burnt Forest Rock Chunk J

Burnt Forest Rock Chunk K

Burnt Forest Rock Chunk L

Burnt Forest Rock Chunk M

Burnt Forest Rock Chunk N

Burnt Forest Rock Chunk O

Burnt Forest Rock Chunk P

Burnt Forest Rock Cliff

Burnt Forest Rock Column

Burnt Forest Rock Flat

Burnt Forest Rock Group A

Burnt Forest Rock Group B

Burnt Forest Stalactites A

Burnt Forest Stalactites B

Burnt Forest Stalactites C

Burnt Forest Stalactites D

Burnt Forest Stalactites E

Burnt Forest Stalactites F

### Rocks - Desert

Desert Boulder

Desert Rock Arch

Desert Rock Chunk A

Desert Rock Chunk B

Desert Rock Chunk C

Desert Rock Chunk D

Desert Rock Chunk E

Desert Rock Chunk F

Desert Rock Chunk G

Desert Rock Chunk H

Desert Rock Chunk I

Desert Rock Chunk J

Desert Rock Chunk K

Desert Rock Chunk L

Desert Rock Chunk M

Desert Rock Chunk N

Desert Rock Chunk O

Desert Rock Chunk P

Desert Rock Cliff

Desert Rock Column

Desert Rock Flat

Desert Rock Group A

Desert Rock Group B

Desert Stalactites A

Desert Stalactites B

Desert Stalactites C

Desert Stalactites D

Desert Stalactites E

Desert Stalactites F

### Rocks - Glacier

Glacier Boulder

Glacier Chunk L MP

Glacier Chunk M MP

Glacier Chunk S MP

Glacier Rock Arch

Glacier Rock Chunk A

Glacier Rock Chunk B

Glacier Rock Chunk C

Glacier Rock Chunk D

Glacier Rock Chunk E

Glacier Rock Chunk F

Glacier Rock Chunk G

Glacier Rock Chunk H

Glacier Rock Chunk I

Glacier Rock Chunk J

Glacier Rock Chunk K

Glacier Rock Chunk L

Glacier Rock Chunk M

Glacier Rock Chunk N

Glacier Rock Chunk O

Glacier Rock Chunk P

Glacier Rock Cliff

Glacier Rock Column

Glacier Rock Flat

Glacier Rock Group A

Glacier Rock Group B

Glacier Stalactites A

Glacier Stalactites B

Glacier Stalactites C

Glacier Stalactites D

Glacier Stalactites E

Glacier Stalactites F

### Rocks - Misc

Eroded Terrain Column A

Eroded Terrain Column B

Eroded Terrain D

Eroded Terrain E

Eroded Terrain E \[TI]

Terrain Hex Granite A

Terrain Hex Granite A - Original

Terrain Hex Granite C

### Rocks - Space

Space Boulder

Space Rock Arch

Space Rock Chunk A

Space Rock Chunk B

Space Rock Chunk C

Space Rock Chunk D

Space Rock Chunk E

Space Rock Chunk F

Space Rock Chunk G

Space Rock Chunk H

Space Rock Chunk I

Space Rock Chunk J

Space Rock Chunk K

Space Rock Chunk L

Space Rock Chunk M

Space Rock Chunk N

Space Rock Chunk O

Space Rock Chunk P

Space Rock Cliff

Space Rock Column

Space Rock Flat

Space Rock Group A

Space Rock Group B

Space Stalactites A

Space Stalactites B

Space Stalactites C

Space Stalactites D

Space Stalactites E

Space Stalactites F

### Rocks - Tidal

Tidal Boulder

Tidal Rock Arch

Tidal Rock Chunk A

Tidal Rock Chunk B

Tidal Rock Chunk C

Tidal Rock Chunk D

Tidal Rock Chunk E

Tidal Rock Chunk F

Tidal Rock Chunk G

Tidal Rock Chunk H

Tidal Rock Chunk I

Tidal Rock Chunk J

Tidal Rock Chunk K

Tidal Rock Chunk L

Tidal Rock Chunk M

Tidal Rock Chunk N

Tidal Rock Chunk O

Tidal Rock Chunk P

Tidal Rock Cliff

Tidal Rock Column

Tidal Rock Flat

Tidal Rock Group A

Tidal Rock Group B

Tidal Stalactites A

Tidal Stalactites B

Tidal Stalactites C

Tidal Stalactites D

Tidal Stalactites E

Tidal Stalactites F

### Rocks - Wetlands

Wetlands Boulder

Wetlands Rock Arch

Wetlands Rock Chunk A

Wetlands Rock Chunk B

Wetlands Rock Chunk C

Wetlands Rock Chunk D

Wetlands Rock Chunk E

Wetlands Rock Chunk F

Wetlands Rock Chunk G

Wetlands Rock Chunk H

Wetlands Rock Chunk I

Wetlands Rock Chunk J

Wetlands Rock Chunk K

Wetlands Rock Chunk L

Wetlands Rock Chunk M

Wetlands Rock Chunk N

Wetlands Rock Chunk O

Wetlands Rock Chunk P

Wetlands Rock Cliff

Wetlands Rock Column

Wetlands Rock Flat

Wetlands Rock Group A

Wetlands Rock Group B

Wetlands Stalactites A

Wetlands Stalactites B

Wetlands Stalactites C

Wetlands Stalactites D

Wetlands Stalactites E

Wetlands Stalactites F

### Stumps

Broken Stump A

Broken Stump B

Broken Stump C

### Stumps MP

Broken Stump A MP

Broken Stump B MP

Broken Stump C MP

Burnt Broken Stump A MP

Burnt Broken Stump B MP

Burnt Broken Stump C MP

### Terrain

Bank Full

Bank Full (TI)

Bank Half

Bank Half (TI)

Bowl/Hill

Bowl/Hill (TI)

Ramp

Ramp (TI)

Ramp Corner Exterior

Ramp Corner Exterior (TI)

Ramp Corner Interior

Ramp Corner Interior (TI)

Ramp Transition

Ramp Transition (TI)

Slope Helper 20°

Slope Helper 20° (TI)

Slope Helper 40°

Slope Helper 40° (TI)

Slope Helper 60°

Slope Helper 60° (TI)

Sphere Terrain

Sphere Terrain (TI)

Terrace Terrain

Terrace Terrain (TI)

Terrain Flat

Terrain Flat (TI)

Terrain Rugged

Terrain Rugged (TI)

Trench Terrain

Trench Terrain (TI)

### Trees

Alpine Highlands Fir Medium B

Alpine Highlands Fir Small A

Alpine Highlands Fir Small B

Alpine Highlands Fir Small C

Date Palm Large A

Date Palm Large B

Date Palm Medium A

Date Palm Medium B

Dead Fir Medium A

Dead Fir Medium B

Snagged Log A

Snagged Log B

Snagged Log C

Snagged Log D

Sub Alpine Fir Extra Small

Sub Alpine Fir Large A

Sub Alpine Fir Large B

Sub Alpine Fir Medium A

Sub Alpine Fir Medium B

Sub Alpine Fir Medium C

Sub Alpine Fir Medium D

Sub Alpine Fir Medium E

Sub Alpine Fir Medium F

Sub Alpine Fir Small A

Sub Alpine Fir Small B

Sub Alpine Fir Small C

Tree Larch Large A

Tree Larch Large B

Tree Larch Large C

Tree Larch Medium A

Tree Larch Medium B

Tree Larch Small A

Tree Larch Small B

### Trees - Logs

Fallen Tree A

Fallen Tree B

Fallen Tree C

Fallen Tree D

Fallen Tree E

### Trees - Logs MP

Burnt Fallen Tree A MP

Burnt Fallen Tree B MP

Burnt Fallen Tree C MP

Burnt Fallen Tree D MP

Burnt Fallen Tree E MP

Burnt Fallen Tree w/Roots MP

Burnt Snagged Log A MP

Burnt Snagged Log B MP

Burnt Snagged Log C MP

Burnt Snagged Log D MP

Burnt Snagged Log E MP

Fallen Frozen Tree w/Roots MP

Fallen Tree A MP

Fallen Tree B MP

Fallen Tree C MP

Fallen Tree D MP

Fallen Tree E MP

Fallen Tree w/Roots MP

Frozen Fallen Tree A MP

Frozen Fallen Tree B MP

Frozen Fallen Tree C MP

Frozen Fallen Tree D MP

Frozen Fallen Tree E MP

Frozen Root Cluster MP

Frozen Snagged Log A MP

Frozen Snagged Log B MP

Frozen Snagged Log C MP

Frozen Snagged Log D MP

Frozen Snagged Log E MP

Snagged Log A MP

Snagged Log B MP

Snagged Log C MP

Snagged Log D MP

### Trees - Roots MP

Burnt Root Cluster MP

Burnt Roots A MP

Burnt Roots B MP

Burnt Roots C MP

Burnt Roots Hanging A MP

Burnt Roots Hanging B MP

Frozen Roots Hanging A MP

Frozen Roots Hanging B MP

Root Cluster MP

Roots A MP

Roots B MP

Roots C MP

Roots Frozen A MP

Roots Frozen B MP

Roots Frozen C MP

Roots Hanging A MP

Roots Hanging B MP

### Trees MP

Alpine Highlands Fir Medium B MP

Alpine Highlands Fir Small A MP

Alpine Highlands Fir Small B MP

Alpine Highlands Fir Small C MP

Burnt Small Tree A MP

Burnt Small Tree B MP

Burnt Small Tree C MP

Burnt Small Tree D MP

Date Palm Large A MP

Date Palm Large B MP

Date Palm Large Dead MP

Date Palm Medium A MP

Date Palm Medium B MP

Date Palm Sprout A MP

Date Palm Sprout B MP

Dead Fir Medium A MP

Dead Fir Medium B MP

Larch Dead A MP

Larch Dead B MP

Larch Dead C MP

Larch Large A MP

Larch Large B MP

Larch Large C MP

Larch Medium A MP

Larch Medium B MP

Larch Small A MP

Larch Small B MP

Snowy Alpine Highlands Fir A S MP

Snowy Alpine Highlands Fir B M MP

Snowy Alpine Highlands Fir B S MP

Snowy Alpine Highlands Fir C S MP

Snowy Dead Fir A M MP

Snowy Dead Fir B M MP

Snowy Sub Alpine Fir A L MP

Snowy Sub Alpine Fir A M MP

Snowy Sub Alpine Fir A S MP

Snowy Sub Alpine Fir B L MP

Snowy Sub Alpine Fir B M MP

Snowy Sub Alpine Fir B S MP

Snowy Sub Alpine Fir C M MP

Snowy Sub Alpine Fir C S MP

Snowy Sub Alpine Fir D M MP

Snowy Sub Alpine Fir E M MP

Snowy Sub Alpine Fir ES MP

Snowy Sub Alpine Fir F M MP

Sub Alpine Fir Extra Small MP

Sub Alpine Fir Large A MP

Sub Alpine Fir Large B MP

Sub Alpine Fir Medium A MP

Sub Alpine Fir Medium B MP

Sub Alpine Fir Medium C MP

Sub Alpine Fir Medium D MP

Sub Alpine Fir Medium E MP

Sub Alpine Fir Medium F MP

Sub Alpine Fir Small A MP

Sub Alpine Fir Small B MP

Sub Alpine Fir Small C MP

### Water

Water Plane

Water Plane Reactive

## Blockers

### One Way Blockers

One Way Blocker 128x128x128

One Way Blocker 128x2x64

One Way Blocker 128x32x32

One Way Blocker 128x32x32

One Way Blocker 128x32x64

One Way Blocker 16x16x16

One Way Blocker 16x2x8

One Way Blocker 16x32x8

One Way Blocker 16x4x4

One Way Blocker 16x4x4

One Way Blocker 1x1x1

One Way Blocker 256x256x256

One Way Blocker 256x2x128

One Way Blocker 256x32x128

One Way Blocker 256x64x64

One Way Blocker 256x64x64

One Way Blocker 2x2x2

One Way Blocker 32x2x16

One Way Blocker 32x32x16

One Way Blocker 32x32x32

One Way Blocker 32x8x8

One Way Blocker 32x8x8

One Way Blocker 4x4x4

One Way Blocker 64x16x16

One Way Blocker 64x16x16

One Way Blocker 64x2x32

One Way Blocker 64x32x32

One Way Blocker 64x64x64

One Way Blocker 8x2x2

One Way Blocker 8x2x2

One Way Blocker 8x2x4

One Way Blocker 8x32x4

One Way Blocker 8x8x8

### Player Blockers

Player Blocker 128x128x128

Player Blocker 128x2x64

Player Blocker 128x32x32

Player Blocker 128x32x32

Player Blocker 128x32x64

Player Blocker 16x16x16

Player Blocker 16x2x8

Player Blocker 16x32x8

Player Blocker 16x4x4

Player Blocker 16x4x4

Player Blocker 1x1x1

Player Blocker 256x256x256

Player Blocker 256x2x64

Player Blocker 256x32x128

Player Blocker 256x64x64

Player Blocker 256x64x64

Player Blocker 2x2x2

Player Blocker 32x2x16

Player Blocker 32x32x16

Player Blocker 32x32x32

Player Blocker 32x8x8

Player Blocker 32x8x8

Player Blocker 4x4x4

Player Blocker 64x16x16

Player Blocker 64x16x16

Player Blocker 64x2x32

Player Blocker 64x32x32

Player Blocker 64x64x64

Player Blocker 8x2x2

Player Blocker 8x2x2

Player Blocker 8x2x4

Player Blocker 8x32x4

Player Blocker 8x8x8

### Projectile Blockers

Projectile Blocker 128x128x128

Projectile Blocker 128x2x64

Projectile Blocker 128x32x32

Projectile Blocker 128x32x32

Projectile Blocker 128x32x64

Projectile Blocker 16x16x16

Projectile Blocker 16x2x8

Projectile Blocker 16x32x8

Projectile Blocker 16x4x4

Projectile Blocker 16x4x4

Projectile Blocker 1x1x1

Projectile Blocker 256x256x256

Projectile Blocker 256x2x128

Projectile Blocker 256x32x128

Projectile Blocker 256x64x64

Projectile Blocker 256x64x64

Projectile Blocker 2x2x2

Projectile Blocker 32x2x16

Projectile Blocker 32x32x16

Projectile Blocker 32x32x32

Projectile Blocker 32x8x8

Projectile Blocker 32x8x8

Projectile Blocker 4x4x4

Projectile Blocker 64x16x16

Projectile Blocker 64x16x16

Projectile Blocker 64x2x32

Projectile Blocker 64x32x32

Projectile Blocker 64x64x64

Projectile Blocker 8x2x2

Projectile Blocker 8x2x2

Projectile Blocker 8x2x4

Projectile Blocker 8x32x4

Projectile Blocker 8x8x8

### Scalable Blockers

Scalable One Way Blocker

Scalable Player Blocker

Scalable Projectile Blocker

Scalable Team Blocker

Scalable Universal Blocker

Scalable Vehicle Blocker

### Team Blockers

Team Blocker 128x128x128

Team Blocker 128x2x64

Team Blocker 128x32x32

Team Blocker 128x32x32

Team Blocker 128x32x64

Team Blocker 16x16x16

Team Blocker 16x2x8

Team Blocker 16x32x8

Team Blocker 16x4x4

Team Blocker 16x4x4

Team Blocker 1x1x1

Team Blocker 256x256x256

Team Blocker 256x2x128

Team Blocker 256x32x128

Team Blocker 256x64x64

Team Blocker 256x64x64

Team Blocker 2x2x2

Team Blocker 32x2x16

Team Blocker 32x32x16

Team Blocker 32x32x32

Team Blocker 32x8x8

Team Blocker 32x8x8

Team Blocker 4x4x4

Team Blocker 64x16x16

Team Blocker 64x16x16

Team Blocker 64x2x32

Team Blocker 64x32x32

Team Blocker 64x64x64

Team Blocker 8x2x2

Team Blocker 8x2x2

Team Blocker 8x2x4

Team Blocker 8x32x4

Team Blocker 8x8x8

### Universal Blockers

Universal Blocker 128x128x128

Universal Blocker 128x2x64

Universal Blocker 128x32x32

Universal Blocker 128x32x32

Universal Blocker 128x32x64

Universal Blocker 16x16x16

Universal Blocker 16x2x8

Universal Blocker 16x32x8

Universal Blocker 16x4x4

Universal Blocker 16x4x4

Universal Blocker 1x1x1

Universal Blocker 256x256x256

Universal Blocker 256x2x64

Universal Blocker 256x32x128

Universal Blocker 256x64x64

Universal Blocker 256x64x64

Universal Blocker 2x2x2

Universal Blocker 32x2x16

Universal Blocker 32x32x16

Universal Blocker 32x32x32

Universal Blocker 32x8x8

Universal Blocker 32x8x8

Universal Blocker 4x4x4

Universal Blocker 64x16x16

Universal Blocker 64x16x16

Universal Blocker 64x2x32

Universal Blocker 64x32x32

Universal Blocker 64x64x64

Universal Blocker 8x2x2

Universal Blocker 8x2x2

Universal Blocker 8x2x4

Universal Blocker 8x32x4

Universal Blocker 8x8x8

### Vehicle Blockers

Vehicle Blocker 128x128x128

Vehicle Blocker 128x2x64

Vehicle Blocker 128x32x32

Vehicle Blocker 128x32x32

Vehicle Blocker 128x32x64

Vehicle Blocker 16x16x16

Vehicle Blocker 16x2x8

Vehicle Blocker 16x32x8

Vehicle Blocker 16x4x4

Vehicle Blocker 16x4x4

Vehicle Blocker 1x1x1

Vehicle Blocker 256x256x256

Vehicle Blocker 256x2x128

Vehicle Blocker 256x32x128

Vehicle Blocker 256x64x64

Vehicle Blocker 256x64x64

Vehicle Blocker 2x2x2

Vehicle Blocker 32x2x16

Vehicle Blocker 32x32x16

Vehicle Blocker 32x32x32

Vehicle Blocker 32x8x8

Vehicle Blocker 32x8x8

Vehicle Blocker 4x4x4

Vehicle Blocker 64x16x16

Vehicle Blocker 64x16x16

Vehicle Blocker 64x2x32

Vehicle Blocker 64x32x32

Vehicle Blocker 64x64x64

Vehicle Blocker 8x2x2

Vehicle Blocker 8x2x2

Vehicle Blocker 8x2x4

Vehicle Blocker 8x32x4

Vehicle Blocker 8x8x8

## Decals

### Alien Planet

Leak Extraterrestrial A

Leak Extraterrestrial B

Leak Extraterrestrial C

Mold Extraterrestrial A

Mold Extraterrestrial B

Mold Extraterrestrial C

Mold Extraterrestrial E

Mold Extraterrestrial F

Mold Extraterrestrial G

Net Extraterrestrial A

Net Extraterrestrial B

Net Extraterrestrial C

Net Extraterrestrial D

Net Extraterrestrial E

Net Extraterrestrial F

Web Extraterrestrial A

Web Extraterrestrial B

Web Extraterrestrial C

Web Extraterrestrial D

Web Extraterrestrial E

Web Extraterrestrial F

### Banished

Banished Glyph 01

Banished Glyph 02

Banished Glyph 03

Banished Glyph 04

Banished Glyph 05

Banished Glyph 06

Banished Glyph 07

Banished Glyph 08

Banished Glyph 09

Banished Glyph 10

Banished Glyph 11

Banished Glyph 12

Banished Glyph 13

Banished Glyph 14

Banished Glyph 15

### Building Signage

Armory

Arrival

Barracks

Command Center

Common

Communication

Departure

Engineering

Entrance

Entrance Sign

Entrance Sign - Green

Entrance Sign - Striped

Exit Sign - Red

Exit Sign - Striped

Exit Sign 1 - White

Exit Sign 2 - White

Launchsite

Mac Storage

Power Generator

Storage

Supply Depot

### Covenant

Covenant Glyph 00

Covenant Glyph 01

Covenant Glyph 02

Covenant Glyph 03

Covenant Glyph 04

Covenant Glyph 05

Covenant Glyph 06

Covenant Glyph 07

Covenant Glyph 08

Covenant Glyph 09

Covenant Glyph A

Covenant Glyph B

Covenant Glyph C

Covenant Glyph D

Covenant Glyph E

Covenant Glyph F

Covenant Glyph Phrase A

Covenant Glyph Phrase B

Covenant Glyph Phrase C

Covenant Glyph Phrase D

Covenant Glyph Phrase E

Covenant Glyph Phrase F

Covenant Outline Glyph 00

Covenant Outline Glyph 01

Covenant Outline Glyph 02

Covenant Outline Glyph 03

Covenant Outline Glyph 04

Covenant Outline Glyph 05

Covenant Outline Glyph 06

Covenant Outline Glyph 07

Covenant Outline Glyph 08

Covenant Outline Glyph 09

Covenant Outline Glyph A

Covenant Outline Glyph B

Covenant Outline Glyph C

Covenant Outline Glyph D

Covenant Outline Glyph E

Covenant Outline Glyph F

Covenant Tech Glyph 00

Covenant Tech Glyph 01

Covenant Tech Glyph 02

Covenant Tech Glyph 03

Covenant Tech Glyph 04

Covenant Tech Glyph 05

Covenant Tech Glyph 06

Covenant Tech Glyph 07

Covenant Tech Glyph 08

Covenant Tech Glyph 09

Covenant Tech Glyph A

Covenant Tech Glyph B

Covenant Tech Glyph C

Covenant Tech Glyph D

Covenant Tech Glyph E

Covenant Tech Glyph F

### Editable

Cracks

Dirt Patchy

Leaks A

Leaks B

Road

Runoff

Splatter

Stain

Stones

Streak

### Flood

Blightlands Growth A

Blightlands Growth B

Blightlands Leak A

Blightlands Leak B

Blightlands Leak C

Blightlands Leak D

Blightlands Leak E

Blightlands Mold A

Blightlands Mold B

Blightlands Mold C

Blightlands Tendrils A

Blightlands Tendrils B

### Forerunner

Glyph C01

Glyph C01 Emissive

Glyph C02

Glyph C02 Emissive

Glyph C03

Glyph C03 Emissive

Glyph C04

Glyph C04 Emissive

Glyph C05

Glyph C05 Emissive

Glyph C06

Glyph C06 Emissive

Glyph C07

Glyph C07 Emissive

Glyph C08

Glyph C08 Emissive

Glyph C09

Glyph C09 Emissive

Glyph C10

Glyph C10 Emissive

Glyph C11

Glyph C11 Emissive

Glyph C12

Glyph C12 Emissive

Glyph C13

Glyph C13 Emissive

Glyph C14

Glyph C14 Emissive

Glyph C15

Glyph C15 Emissive

Glyph C16

Glyph C16 Emissive

Glyph C17

Glyph C17 Emissive

Glyph C18

Glyph C18 Emissive

Glyph C19

Glyph C19 Emissive

Glyph C20

Glyph C20 Emissive

Glyph C21

Glyph C21 Emissive

Glyph C22

Glyph C22 Emissive

Glyph C23

Glyph C23 Emissive

Glyph C24

Glyph C24 Emissive

Glyph C25

Glyph C25 Emissive

Rune Set 01

Rune Set 01 Emissive

Rune Set 02

Rune Set 02 Emissive

Rune Set 03

Rune Set 03 Emissive

Rune Set 04

Rune Set 04 Emissive

Rune Set 05

Rune Set 05 Emissive

Rune Set 06

Rune Set 06 Emissive

Rune Set 07

Rune Set 07 Emissive

Rune Set 08

Rune Set 08 Emissive

Rune Set 09

Rune Set 09 Emissive

Rune Set 10

Rune Set 10 Emissive

Sigil A01

Sigil A01 Emissive

Sigil A02

Sigil A02 Emissive

Sigil A03

Sigil A03 Emissive

Sigil A04

Sigil A04 Emissive

Sigil A05

Sigil A05 Emissive

Sigil A06

Sigil A06 Emissive

Sigil A07

Sigil A07 Emissive

Sigil A08

Sigil A08 Emissive

Sigil A09

Sigil A09 Emissive

Sigil A10

Sigil A10 Emissive

Sigil A11

Sigil A11 Emissive

Sigil A12

Sigil A12 Emissive

Symbol B01

Symbol B01 Emissive

Symbol B02

Symbol B02 Emissive

Symbol B03

Symbol B03 Emissive

Symbol B04

Symbol B04 Emissive

Symbol B05

Symbol B05 Emissive

Symbol B06

Symbol B06 Emissive

Symbol B07

Symbol B07 Emissive

Symbol B08

Symbol B08 Emissive

Symbol B09

Symbol B09 Emissive

Symbol B10

Symbol B10 Emissive

Symbol B11

Symbol B11 Emissive

Symbol B12

Symbol B12 Emissive

Symbol B13

Symbol B13 Emissive

Symbol B14

Symbol B14 Emissive

Symbol B15

Symbol B15 Emissive

Symbol B16

Symbol B16 Emissive

Symbol B17

Symbol B17 Emissive

Symbol B18

Symbol B18 Emissive

Symbol B19

Symbol B19 Emissive

Symbol B20

Symbol B20 Emissive

Symbol B21

Symbol B21 Emissive

Symbol B22

Symbol B22 Emissive

Symbol B23

Symbol B23 Emissive

Symbol B24

Symbol B24 Emissive

### Letters

'A' Large

'A' Med

'A' Med Variant

'B' Large

'B' Med

'B' Med Variant

'C' Large

'C' Med

'C' Med Variant

'D' Large

'D' Med

'D' Med Variant

'E' Large

'E' Med

'E' Med Variant

'F' Large

'F' Med

'F' Med Variant

### Numbered Symbols

Arrow '1'

Arrow '2'

Arrow '3'

Arrow '4'

Arrow '5'

Arrow '6'

Arrow '7'

Arrow '8'

Arrow '9'

Square '1'

Square '2'

Square '3'

Square '4'

Square '5'

Square '6'

Square '7'

Square '8'

Square '9'

Striped '1'

Striped '2'

Striped '3'

Striped '4'

Striped '5'

Striped '6'

Striped '7'

Striped '8'

Striped '9'

### Numbers

'0' Large

'0' Med

'0' Med Variant

'1' Large

'1' Med

'1' Med Variant

'2' Large

'2' Med

'2' Med Variant

'3' Large

'3' Med

'3' Med Variant

'4' Large

'4' Med

'4' Med Variant

'5' Large

'5' Med

'5' Med Variant

'6' Large

'6' Med

'6' Med Variant

'7' Large

'7' Med

'7' Med Variant

'8' Large

'8' Med

'8' Med Variant

'9' Large

'9' Med

'9' Med Variant

### UNSC

'C' Symbol

Arrow Downward Small

Arrow Upward Small

Black Handed Warning

Black Striped Tape

Black Yellow Plug Warning

Bracketed Orange Hazard

Bracketed Red Danger

Bracketed White Caution

Bracketed White Danger

Bracketed White Hazard

Bracketed Yellow Caution

Breach of Security

Caution Falling Hazard

Caution High Voltage Area

Danger Fire Risk

Dashes

Decorative Glyphs

Decorative Paint A

Decorative Paint B

Decorative Paint C

Decorative Paint D

Decorative Paint E

Emergency

Entrance Caution

Falling Hazard

Flammable Material

Hash Marks Solid

Hash Marks Transparent

Hazard Radiation

Hazardous Gas

High Voltage Bolt

Hot Surface

Inhalation Hazard

Keep Area Clear

Large Red Warning

Laser Hazard

Laser warning

Multi Plug

Notched Triangle

Plug Warning

Radioactive Warning

Red Black Diamond

Red Caution Tape Bracket

Red Handed Warning

Red Inset Triangle

Red Striped Tape

Red Triangle

Red White Diamond

Red White Plug

Restricted Area

Security

Small Red Danger

Small White Caution

Small White Danger

Small White Hazard

Small Yellow Caution

Small Yellow Hazard

Square Caution Tape

Steam Warning

Striped Black Handed Warning

Tiling White Caution

Tiling White Strip

Tiling Yellow Caution

Tiling Yellow Strip

Triangle Symbol

UNSC Logo

Unauthorized Presence

Underground Cables

V Symbol

Warning List

White Handed Warning

White Hash Diamond

White Plug

White Striped Tape

Yellow Black Caution Tape

Yellow Black Diamond

Yellow Striped Tape

Yellow Triangle

## FX

### Alien Planet

Alien Drops A

Alien Drops B

Alien Petals A

Alien Petals B

Opale Cloud A

Opale Cloud B

### Ambient Life

Birds Distant Continuous

Birds Distant Unlit

Butterflies Small

Firefly Swarm Medium

Fish Swarm Unlit

Forerunner Insect Swarm Medium

Gnats Medium

Gnats Small

### Atmospherics

Dust Devil 16x16

Dust Devil 2x2

Dust Devil 4x4

Dust Drifts 2x16

Dust Drifts 2x2

Dust Drifts 2x32

Dust Drifts 2x4

Dust Drifts 2x8

Dust Drifts 4x16

Dust Drifts 4x32

Dust Drifts 4x4

Dust Drifts 4x8

Dust Drifts Medium

Dust Drifts Small

Dust Hanging Large

Dust Hanging Medium

Dust Motes Unlit

Dust Motes Unlit Dense

Ice Falling A

Ice Falling B

Snow Blowing A

Snow Blowing B

Snow Blowing C

Snow Drift Large A

Snow Falling A

Snow Falling B

Snow Falling C

Steam Falling Large

Steam Falling Large Unlit

Steam Fill

Steam Fill Unlit

Steam Jet Burst Medium

Steam Jet Burst Medium Unlit

Steam Jet Medium

Steam Jet Medium Unlit

Steam Low Crawling

Steam Rise Large

Steam Rise Large Unlit

Steam Rise Medium

Steam Rise Small

Steam Rise Small Unlit

Steam Vent Falling Large

Steam Vent Falling Medium

Steam Vent Falling Small

Steam Vent Rising Large

Steam Vent Rising Medium

Steam Vent Rising Small

### Energy

Banished Energy Barrier Large

Banished Energy Barrier Medium

Banished Energy Impact

Banished Mining Laser

Banished Plasma Disc

Banished Plasma Energy Beam

Covenant Energy Medium

Energy Glow 4x4

Energy Glow 8x8

Forerunner Ambient Energy Fast

Forerunner Ambient Energy Linger

Forerunner Bamf Medium

Forerunner Beacon Flare

Forerunner Beacon Flare Extra Large

Forerunner Beacon Flare Large

Forerunner Beacon Large

Forerunner Beacon Pulse Large

Forerunner Energy Barrier 16x16

Forerunner Energy Barrier 16x18

Forerunner Energy Barrier 18x64

Forerunner Energy Barrier 26x12

Forerunner Energy Barrier 32x16

Forerunner Energy Barrier 32x18

Forerunner Energy Barrier 32x64

Forerunner Energy Barrier 36x28

Forerunner Energy Barrier 46x28

Forerunner Energy Barrier 8x12

Forerunner Energy Barrier 8x18

Forerunner Energy Burst Large

Forerunner Energy Burst Medium

Forerunner Energy Burst Small

Forerunner Energy Column

Forerunner Energy Column Whispy

Forerunner Energy Fire 01 Extra Large

Forerunner Energy Fire 01 Large

Forerunner Energy Fire 01 Medium

Forerunner Energy Fire 01 Small

Forerunner Energy Fire 02 Extra Large

Forerunner Energy Fire 02 Large

Forerunner Energy Fire 02 Medium

Forerunner Energy Fire 02 Small

Forerunner Energy Fire 03 Extra Large

Forerunner Energy Fire 03 Large

Forerunner Energy Fire 03 Medium

Forerunner Energy Fire 03 Small

Forerunner Energy Fire 04 Extra Large

Forerunner Energy Fire 04 Large

Forerunner Energy Fire 04 Medium

Forerunner Energy Fire 04 Small

Forerunner Energy Pane Extra Large

Forerunner Energy Pane Large

Forerunner Energy Pane Medium

Forerunner Energy Pane Small

Forerunner Energy Ring

Forerunner Energy Ring Inward

Forerunner Energy Ring Outward

Forerunner Energy Spiral In

Forerunner Energy Spiral Out

Forerunner Energy Stream Long 01

Forerunner Energy Stream Long 02

Forerunner Energy Stream Short 01

Forerunner Energy Stream Short 02

Forerunner Laser Curtain Activate Extra Large

Forerunner Laser Curtain Activate Large

Forerunner Laser Curtain Activate Medium

Forerunner Laser Curtain Activate Small

Forerunner Laser Curtain Extra Large

Forerunner Laser Curtain Large

Forerunner Laser Curtain Medium

Forerunner Laser Curtain Small

Forerunner Totem Energy Ring

Light Beam Fade 4x16

Light Beam Fade 8x16

Light Beam Full 4x16

Light Beam Full 4x32

Light Beam Full 4x8

Light Beam Full 8x16

Light Beam Full 8x32

Light Beam Full 8x8

Plasma Beam Fade 4x16

Plasma Beam Fade 4x32

Plasma Beam Fade 4x8

Plasma Beam Fade 8x16

Plasma Beam Fade 8x32

Plasma Beam Fade 8x8

Plasma Beam Full 4x16

Plasma Beam Full 4x32

Plasma Beam Full 4x8

Plasma Beam Full 8x16

Plasma Beam Full 8x32

Plasma Beam Full 8x8

Plasma Energy Large

Plasma Energy Medium

Plasma Energy Small

Plasma Energy Sphere Large

Plasma Energy Sphere Medium

Plasma Energy Sphere Small

Plasma Energy Tiny

### Explosions

Covenant Air Explosion Huge

Covenant Air Explosion Medium

Covenant Explosion Huge

Covenant Explosion Medium

UNSC Air Explosion 01 Medium

UNSC Air Explosion 02 Medium

UNSC Air Explosion Huge

UNSC Air Explosion Multiple Medium

UNSC Explosion Huge

UNSC Explosion Medium

### Fire

Covenant Fire Extra Small

Covenant Fire Extra Small No Smoke

Covenant Thrusters

Forerunner Rear Thrusters Extra Large

Forerunner Rear Thrusters Large

Pelican Thruster Main

UNSC Fire Extra Small

UNSC Fire Extra Small No Smoke

UNSC Fire Jet Extra Small

UNSC Fire Medium

UNSC Fire Medium No Smoke

UNSC Fire Pyre Medium

UNSC Ground Fire Extra Wide

UNSC Ground Fire Extra Wide No Smoke

UNSC Ground Fire Narrow

UNSC Ground Fire Narrow No Smoke

UNSC Ground Fire Wide

UNSC Ground Fire Wide No Smoke

UNSC Jet Fire Medium

UNSC Pyre Fire Extra Small

UNSC Thruster Huge

UNSC Thrusters

UNSC Wreckage Fire Heavy Smoke Small

UNSC Wreckage Fire Small

UNSC Wreckage Fire Small Light

UNSC Wreckage Fire Small Light No Smoke

UNSC Wreckage Fire Small No Smoke

### Flood

Flood Drops A

Flood Drops B

Flood Leakage A

Flood Leakage B

Fog Ground

Fog Slow

Goo Drips A

Goo Drips B

Spores Disposal A

Spores Disposal B

Swarm A

Swarm B

### General

Blinking Mine

Circle Blinking

Circle Line

Circle Solid

Data Pad 01

Data Pad 02

Data Pad 03

Dot Square

Dot Square Blinking

Grunt Birthday 01

Grunt Birthday 02

Lightning Distant Large

Lightning Distant Medium

Lightning Distant Small

Lightning Strike Large

Plus Blinking

Plus Line

Plus Solid

Slipspace Close

Slipspace Idle

Slipspace Open

Square Blinking

Square Line

Square Solid

Triangle Blinking

Triangle Line

Triangle Solid

### Holograms

Banished Digital Glitch

Banished Digital Glitch Large

Banished Digital Haze

Banished Hacking Cloud

Banished Interference Haze

Banished Map Hologram Cloud

Banished Starfield Haze

Covenant Galaxy Medium

Covenant Swirl Medium

Forerunner Holograms Data Circle

Forerunner Holograms Data Cloud

Forerunner Holograms Pillar

Forerunner Holograms Pillar Glow

Forerunner Terminal Small

Starfield Large

UNSC Cortana Orb

### Lens Flares

Forerunner Lens Flare Medium

Lensflare Horizontal Sharp

Lensflare Horizontal Sharp Flicker

Lensflare Horizontal Soft

Lensflare Horizontal Soft Flicker

Lensflare Sharp

Lensflare Sharp Flicker

Lensflare Soft

Lensflare Soft Flicker

Lensflare Vertical Sharp

Lensflare Vertical Sharp Flicker

Lensflare Vertical Soft

Lensflare Vertical Soft Flicker

### Light Rays

God Rays

Light Ray Noisy Unlit

Light Ray Noisy Unlit Fixed

Light Ray Noisy Unlit Soft

Light Ray Noisy Unlit Soft Fixed

Light Ray Noisy Unlit Wide

Light Ray Noisy Unlit Wide Fixed

Light Rays Noisy Random Unlit

Light Rays Noisy Random Unlit Fixed

Light Rays Shimmer

Light Rays Shimmer Sharp

Light Rays Shimmer Single

Light Rays Shimmer Single Sharp

Light Rays Shimmer Single Soft

Light Rays Shimmer Soft

Light Rays Static

Light Rays Static Sharp

Light Rays Static Single

Light Rays Static Single Sharp

Light Rays Static Single Soft

Light Rays Static Soft

### Liquids

Water Splashes Turbulent 2x16

Bubbles Aerial 4x8

Bubbles Rising 2x16

Bubbles Rising 2x2

Bubbles Rising 2x32

Bubbles Rising 2x4

Bubbles Rising 2x8

Bubbles Rising 4x16

Bubbles Rising 4x32

Bubbles Rising 4x4

Bubbles Rising 4x8

Water Drips Heavy Large

Water Drips Heavy Medium

Water Drips Heavy Small

Water Drips Light Large

Water Drips Light Medium

Water Drips Light Small

Water Drips Minimal Large

Water Drips Minimal Small

Water Splashes Turbulent

Water Splashes Turbulent 2x2

Water Splashes Turbulent 2x8

Water Splashes Turbulent 4x16

Water Splashes Turbulent 4x4

Water Splashes Turbulent 4x8

### Smoke

Covenant Smoke Large

Covenant Smoke Medium

UNSC Smoke Burning Embers Medium

UNSC Smoke Glowing Embers Medium

UNSC Smoke Large

### Sparks

Electric Arc

Electric Ball

Electric Beam

Electric Floor

Electric Panel

Electric Shock

Rising Electric Field

Spark Trickle A

Spark Trickle A Smoke

Spark Trickle B

Spark Trickle B Smoke

Spark Trickle C Smoke

Spark Trickle D

Spark Trickle D Smoke

Spark Trickle E Smoke

Spark Trickle F

Spark Trickle F Smoke

Sparks Electrical Small

Sparks Electrical Small Intermittent

Sparks Electrical Tiny

Sparks Electrical Tiny Intermittent

Sparks Welding Small

Spherical Electric Field

## Gameplay

### AI

AI Droppod Spawner

AI Move Zone

AI Phantom Spawner

AI Spawner

AI Vehicle Spawner

### Audio

Audio Emitter

### Equipment

Classic Equipment Spawn

Classic Grenade Spawn

Dynamo Grenade

Equipment Dispenser

Equipment Pod

Grenade Dispenser

M9 Frag Grenade

Plasma Grenade

Power Equipment Pad

Spike Grenade

Team Banner

Team Banner Pole MP version

### Game Modes

Attrition Dodgeball Overtime Zone

Ball Stand

Extraction Zone

Flag Delivery Plate

Flag Spawn

Generic Ball

Generic Delivery Point

Generic Flag Spawn

Generic Power Seed

Generic Shrinking Zone

Generic Skull

Generic Zone

KOTH Capture Zone

Landgrab Capture Zone

Power Seed Spawn

Power Socket Forerunner

Power Socket UNSC

Power Socket UNSC Engine Blue

Power Socket UNSC Engine Red

Power Socket UNSC Green Sand

Power Socket UNSC Yellow

Power Socket UNSC Yellow Sand

Shrinking Zone

Stronghold Capture Zone

Total Control Zone

Zone Capture Plate

### Gravity Slides

Gravity Slide 002x004

Gravity Slide 002x004 (Invisible)

Gravity Slide 002x008

Gravity Slide 002x008 (Invisible)

Gravity Slide 002x016

Gravity Slide 002x016 (Invisible)

Gravity Slide 002x032

Gravity Slide 002x032 (Invisible)

Gravity Slide 002x064

Gravity Slide 002x064 (Invisible)

Gravity Slide 002x128

Gravity Slide 002x128 (Invisible)

Gravity Slide 004x004

Gravity Slide 004x004 (Invisible)

Gravity Slide 004x008

Gravity Slide 004x008 (Invisible)

Gravity Slide 004x016

Gravity Slide 004x016 (Invisible)

Gravity Slide 004x032

Gravity Slide 004x032 (Invisible)

Gravity Slide 004x064

Gravity Slide 004x064 (Invisible)

Gravity Slide 004x128

Gravity Slide 004x128 (Invisible)

Gravity Slide 008x004

Gravity Slide 008x004 (Invisible)

Gravity Slide 008x008

Gravity Slide 008x008 (Invisible)

Gravity Slide 008x016

Gravity Slide 008x016 (Invisible)

Gravity Slide 008x032

Gravity Slide 008x032 (Invisible)

Gravity Slide 008x064

Gravity Slide 008x064 (Invisible)

Gravity Slide 008x128

Gravity Slide 008x128 (Invisible)

Gravity Slide 016x004

Gravity Slide 016x004 (Invisible)

Gravity Slide 016x008

Gravity Slide 016x008 (Invisible)

Gravity Slide 016x016

Gravity Slide 016x016 (Invisible)

Gravity Slide 016x032

Gravity Slide 016x032 (Invisible)

Gravity Slide 016x064

Gravity Slide 016x064 (Invisible)

Gravity Slide 016x128

Gravity Slide 016x128 (Invisible)

Gravity Slide 032x004

Gravity Slide 032x004 (Invisible)

Gravity Slide 032x008

Gravity Slide 032x008 (Invisible)

Gravity Slide 032x016

Gravity Slide 032x016 (Invisible)

Gravity Slide 032x032

Gravity Slide 032x032 (Invisible)

Gravity Slide 032x064

Gravity Slide 032x064 (Invisible)

Gravity Slide 032x128

Gravity Slide 032x128 (Invisible)

### Jump Pads

Gravity Bouncer 04x04

Gravity Bouncer 04x04 (Invisible)

Gravity Bouncer 08x08

Gravity Bouncer 08x08 (Invisible)

Gravity Bouncer 12x12

Gravity Bouncer 12x12 (Invisible)

Gravity Bouncer 16x16

Gravity Bouncer 16x16 (Invisible)

Gravity Bouncer 20x20

Gravity Bouncer 20x20 (Invisible)

Gravity Bouncer 24x24

Gravity Bouncer 24x24 (Invisible)

Gravity Bouncer 32x32

Gravity Bouncer 32x32 (Invisible)

Gravity Bouncer 48x48

Gravity Bouncer 48x48 (Invisible)

Gravity Bouncer 64x64

Gravity Bouncer 64x64 (Invisible)

### Launchers / Lifts

Gravity Lift (Invisible)

Gravity Lift Banished

Kinetic Gravity Lift (Invisible)

Kinetic Launcher (Invisible)

Kinetic Launcher Banished

Kinetic Launcher Forerunner

Kinetic Launcher UNSC

### Match Flow

Map Intro Camera

Team Intro Arrow Front

Team Intro Line Left

Team Intro Line Right

Winning Team Outro

### Nav Mesh

Bot Crouch One Way

Bot Crouch Two Way

Bot Jump Hint One Way

Bot Jump Hint Two Way

Bot Movement One Way

Bot Movement Two Way

Bot Nav Marker

Bot Walk One Way

Bot Walk Two Way

Nav Cutter

Nav Seed Point

### Player Spawning

Spawn Point \[Backup]

Spawn Point \[Initial]

Spawn Point \[Respawn]

Spawn Volume \[Respawn]

### Sandbox

Ammo Crate

Auto Turret

Fusion Coil Hardlight

Fusion Coil Hardlight - Large

Fusion Coil Kinetic

Fusion Coil Kinetic - Large

Fusion Coil Plasma

Fusion Coil Plasma - Large

Fusion Coil Shock

Fusion Coil Shock - Large

Hacking Terminal

Shield Emitter

### Scripting

Mode Brain

Pointer

Script Brain

Scriptable Switch (Invisible)

Scriptable Switch Banished Terminal

Scriptable Switch Banished Touchpanel

Scriptable Switch Banished Touchpanel Wall

Scriptable Switch Forerunner Terminal

Scriptable Switch Forerunner Terminal Worn

Scriptable Switch UNSC Console

### Teleporters

Teleporter

Teleporter (Invisible)

### Vehicles

Banshee

Chieftain Chopper

Chopper

Classic Vehicle Spawn

Ghost

Gungoose

Mongoose

Razorback

Rockethog

Scorpion

Shade Turret

Vehicle Pad

Warthog

Wasp

Wraith

### Vehicles - Damaged

Ghost - Damaged

Warthog - Damaged

### Volumes

Kill Ball (Invisible)

Kill Ball Classic

Kill Ball Electro

Kill Ball Jr. (Invisible)

Kill Ball Jr. Classic

Kill Ball Jr. Electro

Kill Volume

Named Location Volume

Safe Volume

Soft Kill Safe Volume

Soft Kill Volume

### Weapon Spawners

Weapon Pad

Weapon Pod

Weapon Rack

Weapon Rack Back Plate - Ancients MP

Weapon Rack Back Plate - Base

Weapon Rack Back Plate - Damaged Ancients MP

Weapon Rack Back Plate - Dry Ancients MP

Weapon Rack Back Plate - Full

Weapon Rack Back Plate - Green Ancients MP

Weapon Rack Back Plate - Top

Weapon Trunk

### Weapons

Arcane Sentinel Beam

BR75 Battle Rifle

BR75 Breacher

Backdraft Cindershot

Bandit Evo

CQS48 Bulldog

Calcine Disruptor

Cindershot

Convergence Bulldog

Diminisher of Hope

Disruptor

Duelist Energy Sword

Elite Bloodblade

Energy Sword

Gravity Hammer

Heatwave

Impact Commando

Infected Energy Sword

M247 HMG

M247 HMG Turret

M392 Bandit

M41 Rocket Launcher

M41 Tracker

MA40 Assault Rifle

MA40 Longshot

MA5K Avenger

MLRS-2 Hydra

Mangler

Mk50 Sidekick

Mythic Sandwich

Needler

Normal Sandwich

Pinpoint Needler

Plasma Cannon

Plasma Cannon Turret

Plasma Pistol

Pulse Carbine

Purging Shock Rifle

Pursuit Hydra

Rapidfire Pulse Carbine

Ravager

Ravager Rebound

Riven Mangler

Rushdown Hammer

S7 Flexfire Sniper

S7 Sniper Rifle

Scatterbound Heatwave

Scorpion Tail

Scrap Cannon

Scrap Cannon Turret

Sentinel Beam

Shock Rifle

Skewer

Stalker Rifle

Stalker Rifle Ultra

Striker Sidekick

Unbound Plasma Pistol

VK78 Commando Rifle

Volatile Skewer

## Halo Design Set

### Columns

2x2 Round Column C

2x2 Round Column D

2x2 Square Column A

2x2 Square Column B

4x4 Round Column C

4x4 Round Column D

4x4 Square Column A

4x4 Square Column B

6x6 Round Column C

6x6 Round Column D

6x6 Square Column A

6x6 Square Column B

### Columns MP

2x2 Round Column C MP

2x2 Round Column D MP

2x2 Square Column A MP

2x2 Square Column B MP

4x4 Round Column C MP

4x4 Round Column D MP

4x4 Square Column A MP

4x4 Square Column B MP

6x6 Round Column C MP

6x6 Round Column D MP

6x6 Square Column A MP

6x6 Square Column B MP

### Cover

Ankle Cover Half Size

Ankle Cover Quarter Size

Full Cover Half Size

Full Cover Standard Size

Half Cover Half Size

Half Cover Standard Size

Rock Half Cover A

Rock Half Cover B

### Cover MP

Ankle Cover Half Size MP

Ankle Cover Quarter Size MP

Full Cover Half Size MP

Full Cover Standard Size MP

Half Cover Half Size MP

Half Cover Standard Size MP

Rock Half Cover A MP

Rock Half Cover B MP

### Crates

4.5x8 Crate

4x4 Crate

4x8 Crate

8x16 Crate

8x8 Crate

### Crates MP

4.5x8 Crate MP

4x4 Crate MP

4x8 Crate MP

8x16 Crate MP

8x8 Crate MP

### Doorways

Angled Double Doorway

Angled Single Doorway

Curved Double Doorway

Double Doorway

Forerunner Doorway

Forerunner Doorway Wide

Single Doorway A

Single Doorway B

### Doorways MP

Angled Double Doorway MP

Angled Single Doorway MP

Curved Double Doorway MP

Double Doorway MP

Forerunner Doorway MP

Forerunner Doorway Wide MP

Single Doorway A MP

Single Doorway B MP

### Floors

Floor Angled Standard A

Floor Angled Standard B

Floor Half A

Floor Half B

Floor Quadruple Size

Floor Standard

### Floors MP

Floor Angled Standard A MP

Floor Angled Standard B MP

Floor Half A MP

Floor Half B MP

Floor Quadruple Size MP

Floor Standard MP

### Railings

Curved Railing Half Size

Curved Railing Standard Size

Railing Half Size

Railing Standard Size

### Railings MP

Curved Railing Half Size MP

Curved Railing Standard Size MP

Railing Half Size MP

Railing Standard Size MP

### Ramps

1 over 3 Ramp Eighth A

1 over 3 Ramp Eighth B

1 over 3 Ramp Half A

1 over 3 Ramp Half B

1 over 3 Ramp Half C

1 over 3 Ramp Quarter

1 over 3 Ramp Sixteenth

1 over 3 Ramp Standard A

1 over 3 Ramp Standard B

1 over 4 Ramp Half A

1 over 4 Ramp Half B

Corner Ramp Eighth A

Corner Ramp Eighth B

Curved Ramp Standard - Left

Curved Ramp Standard - Right

Four Way Ramp Eighth

### Ramps MP

1 over 3 Ramp Eighth A MP

1 over 3 Ramp Eighth B MP

1 over 3 Ramp Half A MP

1 over 3 Ramp Half B MP

1 over 3 Ramp Half C MP

1 over 3 Ramp Quarter MP

1 over 3 Ramp Sixteenth MP

1 over 3 Ramp Standard A MP

1 over 3 Ramp Standard B MP

1 over 4 Ramp Half A MP

1 over 4 Ramp Half B MP

Corner Ramp Eighth A MP

Corner Ramp Eighth B MP

Curved Ramp Standard - Right MP

Four Way Ramp Eighth MP

### Scale Objects

Player Scale Object

### Walls

Angle Wall Half

Angled Corner Wall Standard

Angled Wall Double Window A

Angled Wall Double Window B

Angled Wall Double Window C

Angled Wall Standard A

Angled Wall Standard B

Angled Wall Window A

Angled Wall Window B

Angled Wall Window C

Corner Wall Standard

Curved Double Window Wall A

Curved Double Window Wall B

Curved Wall Double

Curved Wall Standard

Curved Wall Triple

Wall Cube Angled

Wall Cube Corner Angled

Wall Cube Standard

Wall Double Window A

Wall Double Window B

Wall Half

Wall Standard A

Wall Standard B

Wall Window A

Wall Window B

### Walls MP

Angle Wall Half MP

Angled Corner Wall Standard MP

Angled Wall Double Window A MP

Angled Wall Double Window B MP

Angled Wall Double Window C MP

Angled Wall Standard A MP

Angled Wall Standard B MP

Angled Wall Window A MP

Angled Wall Window B MP

Angled Wall Window C MP

Corner Wall Standard MP

Curved Double Window Wall A MP

Curved Double Window Wall B MP

Curved Wall Double MP

Curved Wall Standard MP

Curved Wall Triple MP

Wall Cube Angled MP

Wall Cube Corner Angled MP

Wall Cube Standard MP

Wall Double Window A MP

Wall Double Window B MP

Wall Half MP

Wall Standard A MP

Wall Standard B MP

Wall Window A MP

Wall Window B MP

## Hidden

Camera

Generic Skull, Escalation

Team Banner Pole

UNSC Heavy Door

UNSC Heavy Door Base Wear MP

### Decals

Glyph C26

Glyph C26 Emissive

Glyph C27

Glyph C27 Emissive

Glyph C28

Glyph C28 Emissive

Glyph C29

Glyph C29 Emissive

Glyph C30

Glyph C30 Emissive

Glyph C31

Glyph C31 Emissive

Glyph C32

Glyph C32 Emissive

Glyph C33

Glyph C33 Emissive

Glyph C34

Glyph C34 Emissive

Glyph C35

Glyph C35 Emissive

Glyph C36

Glyph C36 Emissive

Glyph C37

Glyph C37 Emissive

Glyph C38

Glyph C38 Emissive

Glyph C39

Glyph C39 Emissive

Glyph C40

Glyph C40 Emissive

Glyph C41

Glyph C41 Emissive

Glyph C42

Glyph C42 Emissive

Glyph C43

Glyph C43 Emissive

Glyph C44

Glyph C44 Emissive

Glyph C45

Glyph C45 Emissive

Glyph C46

Glyph C46 Emissive

Glyph C47

Glyph C47 Emissive

Glyph C48

Glyph C48 Emissive

Glyph C49

Glyph C49 Emissive

Glyph C50

Glyph C50 Emissive

Glyph C51

Glyph C51 Emissive

### Gameplay

Ball Stand DM

Banished Gravity Lift MP

CPC Plant Object MP

Class Spawner All

Class Spawner Assault Rifle

Class Spawner Equipment

Class Spawner Grenade

Class Spawner Launcher

Class Spawner Melee

Class Spawner Pistol

Class Spawner Power-Up

Class Spawner SMG

Class Spawner Shotgun

Class Spawner Sniper Rifle

Class Spawner Tactical Rifle

Class Spawner Vehicle

Damage Emitter

Flag Spawn MP version

Flag Spawn Sand

Gauss Hog

Gravity Volume 128x128x128

Gravity Volume 128x128x128 (Invisible)

Gravity Volume 128x128x128 Strong

Gravity Volume 128x128x128 Strong (Invisible)

Gravity Volume 128x128x256

Gravity Volume 128x128x256 (Invisible)

Gravity Volume 128x256x128

Gravity Volume 128x256x128 (Invisible)

Gravity Volume 16x16x16

Gravity Volume 16x16x16 (Invisible)

Gravity Volume 16x16x16 Strong

Gravity Volume 16x16x16 Strong (Invisible)

Gravity Volume 16x16x32

Gravity Volume 16x16x32 (Invisible)

Gravity Volume 16x32x16

Gravity Volume 16x32x16 (Invisible)

Gravity Volume 16x32x16 Strong

Gravity Volume 16x32x16 Strong (Invisible)

Gravity Volume 256x256x256

Gravity Volume 256x256x256 (Invisible)

Gravity Volume 32x32x32

Gravity Volume 32x32x32 (Invisible)

Gravity Volume 32x32x32 Strong

Gravity Volume 32x32x32 Strong (Invisible)

Gravity Volume 32x32x64

Gravity Volume 32x32x64 (Invisible)

Gravity Volume 32x64x32

Gravity Volume 32x64x32 (Invisible)

Gravity Volume 32x64x32 Strong

Gravity Volume 32x64x32 Strong (Invisible)

Gravity Volume 64x128x64

Gravity Volume 64x128x64 (Invisible)

Gravity Volume 64x128x64 Strong

Gravity Volume 64x128x64 Strong (Invisible)

Gravity Volume 64x64x128

Gravity Volume 64x64x128 (Invisible)

Gravity Volume 64x64x64

Gravity Volume 64x64x64 (Invisible)

Gravity Volume 64x64x64 Strong

Gravity Volume 64x64x64 Strong (Invisible)

Gravity Volume 8x16x8

Gravity Volume 8x16x8 (Invisible)

Gravity Volume 8x16x8 Strong

Gravity Volume 8x16x8 Strong (Invisible)

Gravity Volume 8x8x16

Gravity Volume 8x8x16 (Invisible)

Gravity Volume 8x8x8

Gravity Volume 8x8x8 (Invisible)

Gravity Volume 8x8x8 Strong

Gravity Volume 8x8x8 Strong (Invisible)

Invisible Forerunner Kinetic Launcher MP

Launchsite Large Gravity Lift MP

Launchsite Small Gravity Lift MP

Pelican Drop

Phantom

Vehicle Damage Volume

### Objects

Ammo Case Open Muddy

Arena Starting Platform

BTB Total Control Zone

Banished Cone original

Banished Cube

Banished Gravity Lift

Banished Ramp

Cardboard Box B

Chainlink Fence Tall

Classic Weapon Spawn

Concrete Block B MP

Concrete Doorway MP

Design Arrow

Dirt Pile B MP

Dirt Pile D MP

Electrical Box D MP

Engine Rotor 08

Floating Platform

Forerunner 24 x 60 x 24 Angled Support - Original

Forerunner Cover Half A - Original

Forerunner Door Medium MP

Forerunner Floor Trim Light MP

Forerunner Floor Trim Light w/Light - Original

Forerunner Sphere - Original Pivot

Forerunner Support Pillar w/Light MP

Generator Standalone MP

Gravity Lift Banished - Original

Large Vent Hatch A

Midship Proxy

Mombasa Traffic Cone

Multibulb Two Bulb Grill w/Light MP

Mutilator

Overhead Light - Original

Potted Plant A

Potted Plant B

Primitive Ring Half - Original Magnets

Primitive Sphere - Original Pivot

Puck Round w/Light MP

Pyramoid

Pyramoid Block

Pyramoid Ramp

Radio

Relic Proxy

Shade Turret

Soccer Ball - Original

Street Cover

Street Light w/Light - Original

SubSurfaceScatting Grunt Test

UNSC Antenna Dome

UNSC Cargo Container Base Wear B MP

UNSC Cargo Container Green MP

UNSC Cargo Container Sandy MP

UNSC Cargo Container Sandy Tan MP

UNSC Infantry Bridge Angle Corner - Original

UNSC Railing B

UNSC Railing B MP

UNSC Railing C

UNSC Railing C MP

UNSC Railing Corner Inner C

UNSC Railing Corner Inner C MP

UNSC Railing Corner Outer C

UNSC Railing Corner Outer C MP

UNSC Railing Covered B

UNSC Railing Covered B MP

UNSC Railing Covered C

UNSC Railing Covered C MP

UNSC Railing Covered Corner B

UNSC Railing Covered Corner B MP

UNSC Satellite Dish Trailer MP

UNSC Spartan Door - Original

UNSC Sphere - Original Pivot

UNSC Stairs XS - Original

UNSC Vehicle Bridge - Original

UNSC Vehicle Bridge Elbow Corner - Original

UNSC Vehicle Door - Original

UNSC Wall Generic 45 In A - Original

UNSC Wall Window Straight B - Original

Vehicle Lift

Wooden Bench

## Lights

### Banished Light

Flood Light A w/Light

Ground Light A w/Light

Overhead Light w/Light

Wall Light A w/Light

Wall Light B w/Light

Wall Puck Light w/Light

### Banished No Light

Flood Light A

Ground Light A

Overhead Light

Wall Light A

Wall Light B

Wall Puck Light

### Forerunner Light

Forerunner Block Light w/Light

Forerunner Floor Trim Light w/Light

Forerunner Gravlift Receiver w/Light

Forerunner Ledge w/Light

Forerunner Light A w/Light

Forerunner Light B w/Light

Forerunner Light C w/Light

Forerunner Light D w/Light

Forerunner Light E w/Light

Forerunner Light F w/Light

Forerunner Light G w/Light

Forerunner Light H w/Light

Forerunner Support Light w/Light

Forerunner Support Pillar w/Light

Forerunner Weapon Post A w/Light

### Forerunner Light MP

Forerunner Block Light w/Light MP

Forerunner Floor Trim Light w/Light MP

Forerunner Ledge w/Light MP

Forerunner Light A w/Light MP

Forerunner Light B w/Light MP

Forerunner Light C w/Light MP

Forerunner Light D w/Light MP

Forerunner Light E w/Light MP

Forerunner Light F w/Light MP

Forerunner Light G w/Light MP

Forerunner Light H w/Light MP

### Forerunner No Light

Forerunner Block Light

Forerunner Floor Trim Light

Forerunner Gravlift Receiver

Forerunner Ledge

Forerunner Light A

Forerunner Light B

Forerunner Light C

Forerunner Light D

Forerunner Light E

Forerunner Light F

Forerunner Light G

Forerunner Light H

Forerunner Support Light

Forerunner Support Pillar

Forerunner Weapon Post A

### Forerunner No Light MP

Forerunner Block Light MP

Forerunner Ledge MP

Forerunner Light A MP

Forerunner Light B MP

Forerunner Light C MP

Forerunner Light D MP

Forerunner Light E MP

Forerunner Light F MP

Forerunner Light G MP

Forerunner Light H MP

Forerunner Support Pillar MP

### Generic Light Objects

Light

Light probe marker

Reflection Volume

### UNSC Light

Exterior Wall w/Light

Flood Short w/Light

Flood Tall w/Light

Fluorescent Covered Small w/Light

Fluorescent Covered Trim Small w/Light

Fluorescent Covered Trim w/Light

Fluorescent Covered w/Light

Fluorescent Exposed Extra Large w/Light

Fluorescent Exposed Large w/Light

Fluorescent Exposed Med w/Light

Fluorescent Exposed Small w/Light

Fluorescent Exposed w/Light

Flush Fluorescent Covered Extra Large w/Light

Flush Fluorescent Covered Large w/Light

Flush Fluorescent Covered Med w/Light

Interior Wall Covered w/Light

Interior Wall Exposed w/Light

Multibulb Three Bulb Grill w/Light

Multibulb Three Bulb w/Light

Multibulb Two Bulb Grill w/Light

Multibulb Two Bulb w/Light

Overhead Round Large w/Light

Panel Flush Large w/Light

Panel Flush Small w/Light

Panel Large w/Light

Panel Small w/Light

Puck Round Small w/Light

Puck Round w/Light

Spot Round Angled w/Light

Spot Round Straight w/Light

Street Light w/Light

Work Light Grill w/Light

### UNSC Light MP

Exterior Wall w/Light MP

Flood Short w/Light MP

Flood Tall w/Light MP

Fluorescent Covered Small w/Light MP

Fluorescent Covered Trim Small w/Light MP

Fluorescent Covered Trim w/Light MP

Fluorescent Covered w/Light MP

Fluorescent Exposed Extra Large w/Light MP

Fluorescent Exposed Large w/Light MP

Fluorescent Exposed Med w/Light MP

Fluorescent Exposed Small w/Light MP

Fluorescent Exposed w/Light MP

Flush Fluorescent Covered Extra Large w/Light MP

Flush Fluorescent Covered Large w/Light MP

Flush Fluorescent Covered Med w/Light MP

Interior Wall Covered w/Light MP

Interior Wall Exposed w/Light MP

Multibulb Three Bulb Grill w/Light MP

Multibulb Three Bulb w/Light MP

Multibulb Two Bulb w/Light MP

Overhead Round Large w/Light MP

Panel Flush Large w/Light MP

Panel Flush Small w/Light MP

Panel Large w/Light MP

Panel Small w/Light MP

Puck Round Small w/Light MP

Spot Round Angled w/Light MP

Spot Round Straight w/Light MP

Street Light w/Light MP

Work Light Grill w/Light MP

Work Light w/Light MP

### UNSC No Light

Exterior Wall w/o Light

Flood Short w/o Light

Flood Tall w/o Light

Fluorescent Covered Trim Dynamic w/o Light

Fluorescent Covered Trim Small w/o Light

Fluorescent Covered Trim w/o Light

Fluorescent Covered w/o Light

Fluorescent Exposed Extra Large w/o Light

Fluorescent Exposed Large w/o Light

Fluorescent Exposed Med w/o Light

Fluorescent Exposed Small w/o Light

Fluorescent Exposed w/o Light

Flush Fluorescent Covered Extra Large w/o Light

Flush Fluorescent Covered Large w/o Light

Flush Fluorescent Covered Med w/o Light

Interior Wall Covered w/o Light

Interior Wall Exposed w/o Light

Multibulb Three Bulb Grill w/o Light

Multibulb Three Bulb w/o Light

Multibulb Two Bulb Grill w/o Light

Multibulb Two Bulb w/o Light

Overhead Mount Double

Overhead Mount Quad

Overhead Mount Single

Overhead Round Large w/o Light

Panel Flush Large w/o Light

Panel Flush Small w/o Light

Panel Large w/o Light

Panel Small w/o Light

Puck Round Small w/o Light

Puck Round w/o Light

Spot Round Straight w/o Light

Street Light w/o Light

Traffic Lights

Work Light Grill w/o Light

Work Light Mount Large

Work Light Mount Small

Work Light Mount Tripod

Work Light Mount Wall

Work Light Trailer

Work Light w/o Light

### UNSC No Light MP

Exterior Wall w/o Light MP

Flood Short w/o Light MP

Flood Tall w/o Light MP

Fluorescent Covered Trim Small w/o Light MP

Fluorescent Covered Trim w/o Light MP

Fluorescent Covered w/o Light MP

Fluorescent Exposed Extra Large w/o Light MP

Fluorescent Exposed Large w/o Light MP

Fluorescent Exposed Med w/o Light MP

Fluorescent Exposed Small w/o Light MP

Fluorescent Exposed w/o Light MP

Flush Fluorescent Covered Extra Large w/o Light MP

Flush Fluorescent Covered Large w/o Light MP

Flush Fluorescent Covered Med w/o Light MP

Interior Wall Covered w/o Light MP

Interior Wall Exposed w/o Light MP

Multibulb Three Bulb Grill w/o Light MP

Multibulb Three Bulb w/o Light MP

Multibulb Two Bulb Grill w/o Light MP

Multibulb Two Bulb w/o Light MP

Overhead Mount Double MP

Overhead Mount Quad MP

Overhead Mount Single MP

Overhead Round Large w/o Light MP

Panel Flush Large w/o Light MP

Panel Flush Small w/o Light MP

Panel Large w/o Light MP

Panel Small w/o Light MP

Puck Round Small w/o Light MP

Puck Round w/o Light MP

Spot Round Straight w/o Light MP

Street Light w/o Light MP

Work Light Grill w/o Light MP

Work Light Mount Large MP

Work Light Mount Small MP

Work Light Mount Tripod MP

Work Light Mount Wall MP

Work Light Trailer MP

Work Light w/o Light MP

## Primitives

### Blocks

Banished Block

Covenant Block

Forerunner Block

Primitive Block

UNSC Block

### Cones

Banished Cone

Covenant Cone

Forerunner Cone

Primitive Cone

UNSC Cone

### Cylinders

Banished Cylinder

Covenant Cylinder

Forerunner Cylinder

Primitive Cylinder

UNSC Cylinder

### Pyramids

Banished Pyramid

Covenant Pyramid

Forerunner Pyramid

Primitive Pyramid

UNSC Pyramid

### Rings

Banished Ring Eighth

Banished Ring Full

Banished Ring Half

Banished Ring Quarter

Covenant Ring Eighth

Covenant Ring Full

Covenant Ring Half

Covenant Ring Quarter

Forerunner Ring Eighth

Forerunner Ring Full

Forerunner Ring Half

Forerunner Ring Quarter

Primitive Ring Eighth

Primitive Ring Full

Primitive Ring Half

Primitive Ring Quarter

UNSC Ring Eighth

UNSC Ring Full

UNSC Ring Half

UNSC Ring Quarter

### Spheres

Banished Sphere

Covenant Sphere

Forerunner Sphere

Primitive Sphere

UNSC Sphere

### Trapezoids

Banished Trapezoid

Covenant Trapezoid

Forerunner Trapezoid

Primitive Trapezoid

UNSC Trapezoid

### Triangles

Banished Triangle

Covenant Triangle

Forerunner Triangle

Primitive Triangle

UNSC Triangle

## Props

### Sports

Golf Ball

Soccer Ball

### Summertime

Beach Chair

Beach Parasol

Party Cup

Surfboard

### Toys

Arbiter

Atriox

Cortana

Die

Funko Arbiter

Funko Master Chief with Energy Sword

GRD Spartan Doll

Grunt

Halo Arcade Party MP

Jameson Locke

Master Chief

Sergeant Major Johnson

Spartan Sandwich MP

The Didact

The Harbinger

The Librarian

The Pilot

Warden Eternal

## Structures

### Beams

Banished Beam

Banished Beam Corner

Banished Beam T-Joint

Banished Beam X-Joint

Covenant Beam

Covenant Beam Corner

Covenant Beam T Joint

Covenant Beam X Joint

Forerunner Beam

Forerunner Beam Corner

Forerunner Beam T Joint

Forerunner Beam X Joint

UNSC Beam

UNSC Beam Corner

UNSC Beam T Joint

UNSC Beam X Joint

### Bridges

Banished Vehicle Bridge

Banished Vehicle Bridge Angle Corner

Banished Vehicle Bridge Chamfered Corner

Banished Vehicle Bridge Elbow Corner

Covenant Infantry Bridge

Covenant Infantry Bridge Elbow Corner

Forerunner Infantry Bridge

Forerunner Infantry Bridge Angle Corner

Forerunner Infantry Bridge Chamfered Corner

Forerunner Infantry Bridge Elbow Corner

Recharge Bridge

UNSC Infantry Bridge

UNSC Infantry Bridge Angle Corner

UNSC Infantry Bridge Chamfered Corner

UNSC Infantry Bridge Elbow Corner

UNSC Vehicle Bridge

UNSC Vehicle Bridge Angle Corner

UNSC Vehicle Bridge Chamfered Corner

UNSC Vehicle Bridge Elbow Corner

### Bridges MP

Forerunner Lightbridge A MP

Forerunner Lightbridge B MP

Recharge Bridge MP

### Columns

Banished Column Round

Banished Column Square

Bismuth Column A

Forerunner Round Column

Forerunner Square Column

Limestone Layered Column

Opal Unrefined Column A

UNSC Round Column

UNSC Square Column

### Columns MP

Bismuth Column A MP

Bismuth Column B MP

Cracked Crystal Column MP

Limestone Layered Column MP

Opal Cracked Column MP

Opal Unrefined Column A MP

Opal Unrefined Column B MP

### Cover

Banished Cover Full

Bismuth Cover A

Bismuth Cover B

Bismuth Cover Half A

Bismuth Cover Half B

Bismuth Cover Tall A

Bismuth Cover Tall B

Forerunner Full Cover

Forerunner Half Cover

Human Brutalist Cover A

Human Brutalist Cover B

Human Brutalist Cover Half A

Human Brutalist Cover Half B

UNSC Full Cover

UNSC Half Cover

### Cover MP

Bismuth Cover A MP

Bismuth Cover B MP

Bismuth Cover Half A MP

Bismuth Cover Half B MP

Bismuth Cover Tall A MP

Bismuth Cover Tall B MP

Human Brutalist Cover A MP

Human Brutalist Cover B MP

Human Brutalist Cover Half A MP

Human Brutalist Cover Half B MP

Opal Unrefined Cover A MP

Opal Unrefined Cover B MP

Opal Unrefined Cover C MP

Opal Unrefined Cover D MP

Opal Unrefined Cover Half A MP

Opal Unrefined Cover Half B MP

Opal Unrefined Cover Half C MP

Opal Unrefined Cover Half D MP

Opal Unrefined Cover Tall A MP

Opal Unrefined Cover Tall B MP

Opal Unrefined Cover Tall C MP

Opal Unrefined Cover Tall D MP

### Doors

Banished Spartan Door

Banished Spartan Doorframe

Banished Vehicle Door

Banished Vehicle Doorframe

Base Doorway

Base Doorway Angled

Covenant Spartan Door

Covenant Spartan Doorframe

Covenant Tank Door

Covenant Tank Doorframe

Forerunner Spartan Door

Forerunner Spartan Doorframe

Forerunner Vehicle Door

Forerunner Vehicle Doorframe

Human Brutalist Door A

Human Brutalist Door B

Human Brutalist Door Bottom A

Human Brutalist Door Bottom B

Human Brutalist Door Top A

Human Brutalist Door Top B

Human Brutalist Doorframe A

Human Brutalist Doorframe B

Human Brutalist Doorframe C

Human Brutalist Doorframe D

Massive Welded Gate

Massive Wooden Gate

Opal Unrefined Door B

Opal Unrefined Door C

Opal Unrefined Door D

Opal Unrefined Door E

Opal Unrefined Doorframe A

Opal Unrefined Doorframe B

UNSC Generic Doorframe Tall

UNSC Generic Doorframe Tall Large

UNSC Heavy Door

UNSC Spartan Door

UNSC Spartan Doorframe

UNSC Tank Door

UNSC Tank Doorframe

UNSC Vehicle Door

UNSC Vehicle Doorframe

Welded Double Security Door

Welded Security Door

### Doors MP

Forerunner Door Animated MP

Forerunner Door Static MP

Human Brutalist Door A MP

Human Brutalist Door B MP

Human Brutalist Door Bottom A MP

Human Brutalist Door Bottom B MP

Human Brutalist Door Top A MP

Human Brutalist Door Top B MP

Human Brutalist Doorframe A MP

Human Brutalist Doorframe B MP

Human Brutalist Doorframe C MP

Human Brutalist Doorframe D MP

Large Vent Hatch B

Megalith Stone Doorway MP

Opal Unrefined Door A MP

Opal Unrefined Door B MP

Opal Unrefined Door C MP

Opal Unrefined Door D MP

Opal Unrefined Door E MP

Opal Unrefined Door F MP

Opal Unrefined Doorframe A MP

Opal Unrefined Doorframe B MP

UNSC Heavy Door Base Wear MP

UNSC Heavy Door Wide MP

Welded Double Security Door MP

Welded Security Door MP

Wooden Door MP

Wooden Doorframe MP

### Floors

Banished Floor

Bismuth Floor A

Bismuth Floor B

Bismuth Floor C

Bismuth Floor D

Covenant Floor

Forerunner Floor

Opal Unrefined Floor A

Opal Unrefined Floor B

Opal Unrefined Floor C

Opal Unrefined Floor D

UNSC Floor

UNSC Level Start Floor

### Floors MP

Bismuth Floor A MP

Bismuth Floor B MP

Bismuth Floor C MP

Bismuth Floor D MP

Human Brutalist Floor A MP

Human Brutalist Floor B MP

Human Brutalist Floor C MP

Human Brutalist Floor D MP

Human Brutalist Floor E MP

Human Brutalist Floor F MP

Human Brutalist Floor G MP

Human Brutalist Floor H MP

Opal Unrefined Floor A MP

Opal Unrefined Floor B MP

Opal Unrefined Floor C MP

Opal Unrefined Floor D MP

### Slopes

Banished Ramp

Banished Stairs Connector

Banished Stairs L

Banished Stairs M

Banished Stairs S

Banished Stairs XL

Banished Stairs XS

Banished Wedge

Covenant Ramp

Covenant Stairs L

Covenant Stairs M

Covenant Stairs S

Covenant Stairs XL

Covenant Stairs XS

Covenant Wedge

Forerunner Ramp

Forerunner Stairs Connector

Forerunner Stairs L

Forerunner Stairs M

Forerunner Stairs S

Forerunner Stairs XL

Forerunner Stairs XS

Forerunner Wedge

Human Brutalist Ramp A

Human Brutalist Ramp B

Human Brutalist Ramp C

Human Brutalist Ramp D

Human Brutalist Wedge A

Human Brutalist Wedge D

Human Brutalist Wedge E

Human Brutalist Wedge F

Metal Staircase

Opal Unrefined Ramp A

Opal Unrefined Ramp B

Opal Unrefined Ramp E

Opal Unrefined Ramp G

Opal Unrefined Wedge Fossil A

Opal Unrefined Wedge Fossil B

UNSC Ramp

UNSC Stairs Connector

UNSC Stairs L

UNSC Stairs M

UNSC Stairs S

UNSC Stairs XL

UNSC Stairs XS

UNSC Wedge

### Slopes MP

Human Brutalist Ramp A Clean MP

Human Brutalist Ramp A MP

Human Brutalist Ramp B Clean MP

Human Brutalist Ramp B MP

Human Brutalist Ramp C Clean MP

Human Brutalist Ramp C MP

Human Brutalist Ramp D Clean MP

Human Brutalist Ramp D MP

Human Brutalist Wedge A MP

Human Brutalist Wedge B MP

Human Brutalist Wedge C MP

Human Brutalist Wedge D MP

Human Brutalist Wedge E MP

Human Brutalist Wedge F MP

Human Brutalist Wedge G MP

Human Brutalist Wedge H MP

Opal Unrefined Ramp A MP

Opal Unrefined Ramp B MP

Opal Unrefined Ramp C MP

Opal Unrefined Ramp D MP

Opal Unrefined Ramp E MP

Opal Unrefined Ramp F MP

Opal Unrefined Ramp G MP

Opal Unrefined Ramp H MP

Opal Unrefined Wedge A MP

Opal Unrefined Wedge B MP

Opal Unrefined Wedge Fossil A MP

Opal Unrefined Wedge Fossil B MP

### Walls

Banished Wall

Banished Wall Corner

Banished Window Wall

Bismuth Wall A

Bismuth Wall B

Bismuth Wall C

Covenant Wall

Covenant Wall Corner

Covenant Wall Window

Forerunner Wall

Forerunner Wall Corner

Forerunner Window Wall

Human Brutalist Wall Concrete A

Human Brutalist Wall Concrete D

Human Brutalist Wall Double A

Human Brutalist Wall Double B

Human Brutalist Wall Metal A

Human Brutalist Wall Metal B

Limestone Layered Wall A

Limestone Layered Wall B

Limestone Layered Wall C

Panel Wall Piece A

Panel Wall Piece B

Panel Wall Piece C

Panel Wall Piece D

UNSC Wall

UNSC Wall Corner

UNSC Wall Generic 45 In A

UNSC Wall Generic 45 In B

UNSC Wall Generic 45 Out

UNSC Wall Generic Straight Large

UNSC Wall Generic Straight Narrow

UNSC Wall Window Straight A

UNSC Wall Window Straight B

UNSC Window Wall

### Walls MP

Bismuth Wall A MP

Bismuth Wall B MP

Bismuth Wall C MP

Cracked Crystal Wall A MP

Cracked Crystal Wall B MP

Cracked Crystal Wall C MP

Human Brutalist Wall Concrete A MP

Human Brutalist Wall Concrete B MP

Human Brutalist Wall Concrete C MP

Human Brutalist Wall Concrete D MP

Human Brutalist Wall Concrete E MP

Human Brutalist Wall Concrete F MP

Human Brutalist Wall Double A MP

Human Brutalist Wall Double B MP

Human Brutalist Wall Double C MP

Human Brutalist Wall Double D MP

Human Brutalist Wall Double E MP

Human Brutalist Wall Double F MP

Human Brutalist Wall Metal A MP

Human Brutalist Wall Metal B MP

Limestone Layered Wall A MP

Limestone Layered Wall B MP

Limestone Layered Wall C MP

Opal Cracked Wall A MP

Opal Cracked Wall B MP

Opal Cracked Wall C MP

Opal Unrefined Wall A MP

Opal Unrefined Wall B MP

Opal Unrefined Wall C MP

Opal Unrefined Wall D MP

Opal Unrefined Wall E MP

***

#### <mark style="color:green;">Contributors</mark>

Okom\
AddiCt3d 2CH\
Surasia


# Forge Kit Objects

Dynamic Forge objects used for item spawning or map event logic via adjustable properties.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Forge Kit objects are dynamic entities within Forge that feature various adjustable properties. They are primarily used to spawn items on a map or provide specific gameplay functionality beyond the physical presence of the object itself.

### Item Spawners

* Classic Equipment Spawn
* Classic Grenade Spawn
* Equipment Dispenser
* Equipment Pod
* Grenade Dispenser
* Power Equipment Pad
* Classic Vehicle Spawn
* Vehicle Pad
* Weapon Pad
* Weapon Pod
* Weapon Rack
* Weapon Trunk

### Match Flow Objects

* Map Intro Camera
* Team Intro Arrow Front
* Team Intro Line Left
* Team Intro Line Right
* Winning Team Outro

## Referencing Forge Kit objects in scripts

Forge Kit objects cannot be referenced directly in node graph scripts like standard dynamic objects. Attempting to reference one of these objects using an `Object Reference` node will result in the error: "Cannot reference kit object".

To use a Forge Kit object within a script, you must find and store a reference to it during gameplay through one of the following methods:

* **Label:** Add an available label (e.g., "Dodgeball Overtime Zone") to the Forge Kit object and then use the [Get Objects By Label](/scripting/nodes/objects/get-objects-by-label) node to find all objects with that specific label.
* **Area Monitor:** Place a different object with an area monitor boundary near the kit object, then use the [Get Objects In Area Monitor](/scripting/nodes/objects/get-objects-in-area-monitor) node to detect it.

Note that attempting to reference these objects by altering their Spawn Order and finding objects with matching Spawn Order values is not a supported method for obtaining references to Forge Kit objects via scripting.

***

## Source Data

* Discord thread: [Forge Kit Objects](https://discord.com/channels/220766496635224065/1534009211808387215/1534009211808387215)

#### <mark style="color:green;">Contributors</mark>

Okom


# Hidden Forge Objects

Halo Infinite Forge objects that can't be found in the normal Object Browser.

There are hidden categories in the Object Browser which hold assets that have not been validated for Forge yet, but may have been used by 343 on their internal builds while making Forge maps. It also holds depreciated objects, that have been replaced by a new variant. Most of these are objects that have had their origin point changed.

<figure><img src="/files/hRDajfuf1Bs0ZskDxwb4" alt="Cover image"><figcaption></figcaption></figure>

A showcase of the hidden objects of Season 5 can be seen in this YouTube video:

### Enabling the Hidden Categories

* Use [Surasia's InfiniteExt tool](https://github.com/Surasia/InfiniteExt) and the Forge Hidden Category Enabler

Alternatively:

* Inspect the Halo Infinite executable with a Interactive Disassembler like IDA PRO, find the function for `Forge_DisableForgeHiddenCategory`, which should point to a byte: `50C3140`
* Open Halo Infinite without Easy Anti Cheat by replacing the HaloInfinite.exe file from the install directory with the HaloInfinite.exe file from `\game`, and running the executable
* Search for the byte `50C3140` in the Halo Infinite executable with Cheat Engine and flip it's value to `0`
* Apply the changes and the hidden categories should be available

The hidden categories are named "Hidden", "Kits" and "Templates":

<figure><img src="/files/2BrJ11LuFK0WSDAdHL25" alt=""><figcaption><p>Hidden categories in the Object Browser</p></figcaption></figure>

### Notable Hidden Objects

#### Argyle Lift

While not actually named "Argyle Lift", and instead just "Banished Gravity Lift", the name was quickly attached to the object in the Forge community as it is the lift object used on the 343-made Forge map "Argyle". Since this object is used on a dev-made map that is even played competitively, Forgers have been confused why it's still a normally unobtainable object.

<div><figure><img src="/files/SAsia24xTJp943lYns6n" alt=""><figcaption><p>The "Argyle Lift"</p></figcaption></figure> <figure><img src="/files/hdZb4EiOYLWGewn6gpFw" alt=""><figcaption><p>The lift on the map "Argyle" in back base</p></figcaption></figure></div>

<div><figure><img src="/files/yCT88lkB3aNix07IeFbz" alt=""><figcaption><p>The lift location seen from above the map</p></figcaption></figure> <figure><img src="/files/A5UpmSJFS06mrz89GrdD" alt=""><figcaption><p>The lift under the map</p></figcaption></figure></div>

> Map: [Argyle](https://www.halowaypoint.com/halo-infinite/ugc/maps/dd600260-d91c-4d77-9990-3f35873c90a1)

What makes the lift special is how long the gravity lift effect of it is. Measuring at 100.00 units of effective lift, the height is almost triple that of the normal "Gravity Lift Banished" object's 35.10 effective lift height. In addition to the extremely tall lift, the player is also ejected towards the front facing direction of the lift (X axis) at the apex of the lift height. This is also why the lift object is located so low on Argyle.

<figure><img src="/files/sgbB9w9kIHrPJtvMmmNA" alt="" width="375"><figcaption></figcaption></figure>

#### Leaks B

Leaks B is a colorable decal that looks like a liquid leak. In addition to being colorable, the texture of it can also be changed, allowing for the object to be used in numerous ways to smoothly blend a transition between two textures.

<figure><img src="/files/AHxZBcimAC0hPvSfh4Ob" alt="" width="375"><figcaption></figcaption></figure>

When Forgers found Leaks B with the release of Season 5 on 17th Oct, 2023 within the hidden objects, it was the first object of it's kind and Forgers quickly started integrating the object into their maps. Forgers were disappointed when the Leaks B object was removed from the game on 5th Dec, 2023, which left a lot of maps that had utilized the object, looking empty. 343 was made abundantly clear about the want for the return of Leaks B by the Forgers via varous channels of communication.

<div><figure><img src="/files/9YoDNchtVFnYRwcxRBhW" alt=""><figcaption><p>A room without Leaks B</p></figcaption></figure> <figure><img src="/files/wlexCFd0QruhLZ5ahGFd" alt=""><figcaption><p>A room with Leaks B</p></figcaption></figure></div>

> Map: [Worthwhile](https://www.halowaypoint.com/halo-infinite/ugc/maps/4e085611-8550-4907-b597-9373342a1bdc)

On Jan 19th, 2024, during a 343 community livestream showcasing the upcoming CU29 update, the presenters went over the Leaks B object and expressed a comedic reference to the beloved decal that only people in the know got:

{% embed url="<https://www.youtube.com/live/9aV4pIIz2p8?t=1559s>" %}

The Leaks B object became fully supported with the CU29 update and can now be found in Decals > Editable > Leaks B. Now you, too, understand why talking about Leaks B was so funny to the 343 employees in the video – Forge Lord, Unyshek and ske7ch.

#### Gauss Hog

The Gauss Hog is an anti-armor variant of the Warthog that never saw a finished variant for Halo Infinite. The hidden vehicle object is functional, but the gauss turret model and textures are unfinished, as well as there is no projectile nor explosion impact when the turret is shot.

<div><figure><img src="/files/r5Ohu8JSOpT3tdJ9wjgW" alt=""><figcaption><p>Gauss Hog</p></figcaption></figure> <figure><img src="/files/dfDWFwzjSQotCJ91CSib" alt=""><figcaption><p>Player operating the gauss turret</p></figcaption></figure></div>

Due to the bad UX support of the vehicle as well as it being quite weak in comparison to previous Halo's gauss hogs, players have been reluctant on including the vehicle in their maps. One map that does feature the Gauss Hog and gets used regularly is [Just Keep Driving - Sandtrap](https://www.halowaypoint.com/halo-infinite/ugc/maps/acf53d3b-de15-453f-8e40-901fd8272aad).

#### Pelican Drop

The Pelican Drop object is the underlying object used on dev-made BTB maps that cause a Pelican to deliver vehicle ordnance at set points during a game. Loading up the dev-made BTB maps in Forge shows that the objects are nowhere to be found, as they have been either scraped from the retail build, or are baked into the on-level scripting.

<div><figure><img src="/files/YQ9YImLJimiptynKcm9n" alt=""><figcaption><p>Pelican Drop object</p></figcaption></figure> <figure><img src="/files/yxI2j50iTal1oIIo2Ie6" alt=""><figcaption><p>Properties for the Pelican Drop object</p></figcaption></figure></div>

Even though the object can be obtained in Forge, it cannot be used to recreate the BTB Pelican drop experiences. Research was put into figuring out if it was possible to recreate the Pelican drops, and it is possible to add more Pelican drops to the dev-made maps that already support the underlying scripting for them. The map has to be loaded on a BTB-based mode for any Pelican drops to function. The Pelican Drop object will have to have specific Object Properties in order to function correctly and be detected by the level script. A correctly configured Pelican Drop object is included in the prefab: [Pelican Drop](https://www.halowaypoint.com/halo-infinite/ugc/prefabs/0c3e683d-e324-4b2a-95c8-71fdf6740c18).

<figure><img src="/files/Ulukt4GdDp6bDuHFcpRm" alt=""><figcaption><p>A Pelican drop in action</p></figcaption></figure>

Although the exact BTB Pelican drops cannot be recreated on Forge maps with the object, [it was discovered](https://discord.com/channels/870017085625991189/1200297912069005413/1210602065147985930) that having a correctly set up Pelican Drop object on a map with a functioning [Firefight:King of the Hill](/forge/modes/firefight/firefight-koth) setup results in a Pelican drop event being fired at [Gameplay Start](/scripting/nodes/events/on-gameplay-start). This meant that ordinary Forge maps loaded specifically in a Firefight:KOTH -based mode could support a singular Pelican drop at the start of the game. It is speculated that some mode scripting related to the functionality of the Firefight:KOTH mode is causing the Pelican Drop object to fire at Gameplay Start. A map where this functionality is used is [Sandtrap Firefight](https://www.halowaypoint.com/halo-infinite/ugc/maps/61201a05-5af2-432a-ab92-24f82e8e013f).

<figure><img src="/files/jYWHDGaYWbWu9McpYewc" alt=""><figcaption><p>A Pelican drop in Firefight:KOTH on a Forge map</p></figcaption></figure>

Since the Pelican Drop object uses a real Pelican vehicle, it is possible to store the Vehicle Type of the Pelican so that it can be used in scripting. A fully flyable, and real Pelican with intuitive UX support has been custom-built on Sandtrap Firefight by forger Okom1, which can be activated by having a minimum of 8 players in a Firefight:KOTH -based mode on the map and entering the crashed Pelican from the front.

<div><figure><img src="/files/4KzWt73LAR4RwmQoakTl" alt=""><figcaption><p>A prompt to enter the crashed Pelican</p></figcaption></figure> <figure><img src="/files/J67ffhxJ6L0wfhpxuPgT" alt=""><figcaption><p>POV of the Pelican being piloted</p></figcaption></figure></div>

> Map: [Sandtrap Firefight](https://www.halowaypoint.com/halo-infinite/ugc/maps/61201a05-5af2-432a-ab92-24f82e8e013f)

#### Midship and Relic Proxy

The Midship Proxy and Relic Proxy objects are low-poly representations of the map geometry of the Halo 2 Classic maps [Midship](https://www.halopedia.org/Midship) and [Relic](https://www.halopedia.org/Relic). Usually when remaking maps from other games in Halo Infinite, players would need to build the basic geometry of a map – blockout – out of hundreds of objects before they could begin to art the map with more realistic representations of objects and surfaces. With the discovery of these two proxy objects, Forgers were able to skip the blockout stage and jump straight into arting the map remakes.

<div><figure><img src="/files/RXJWchE7sOCK7fPth5j7" alt=""><figcaption><p>Relic Proxy and Midship Proxy</p></figcaption></figure> <figure><img src="/files/U6Xym3rDWk6CoRsHL5fs" alt=""><figcaption><p>Inside the Midship Proxy</p></figcaption></figure></div>

This resulted in some great remakes of Midship and Relic. The most notable Midship remake is [Inquisitor](https://www.halowaypoint.com/halo-infinite/ugc/maps/32487285-d829-4a07-947e-996c259a76a8), and a good Relic remake is [relic](https://www.halowaypoint.com/halo-infinite/ugc/maps/6ffd9b36-aa2b-4c8a-945b-8adfb6990b84). Also the map [Arctic Point](https://www.halowaypoint.com/halo-infinite/ugc/maps/c55cb0b1-24d6-441b-a64d-2826f5918a61) used the Relic Proxy as a guide for an underground structure's geometry.

<div><figure><img src="https://blobs-infiniteugc.svc.halowaypoint.com/ugcstorage/map/32487285-d829-4a07-947e-996c259a76a8/75795c5b-4bc8-4c92-ac90-e43c449a2efc/images/hero.jpg" alt="" width="563"><figcaption><p>Inquisitor map</p></figcaption></figure> <figure><img src="https://blobs-infiniteugc.svc.halowaypoint.com/ugcstorage/map/c55cb0b1-24d6-441b-a64d-2826f5918a61/d365319a-c43e-4000-9c61-7456131ccfdb/images/screenshot1.jpg" alt="" width="563"><figcaption><p>Underground structure on the map Arctic Point</p></figcaption></figure></div>

***

#### <mark style="color:green;">Contributors</mark>

Okom\
Surasia


# Object Limits

An analysis of Forge object limits, focusing on the Forge Simulation and Static Geometry budgets and the impact of telescoping objects.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Forge maps are constrained by several different budgets. The total number of objects allowed depends on which specific budget is exhausted first, with the Forge Simulation budget and the Static Geometry budget being the most common limiting factors.

## Forge Budgets

The object limit in a Forge map is not a single fixed number but changes based on the resource usage of the objects placed.

### Forge Simulation Budget

The Forge Simulation budget is frequently the first limit encountered. Research using highly efficient, primitive pieces—such as `Primitive Block`, `Primitive Sphere`, and `Floor Angled Standard A`—has shown limits in the range of approximately 5658 to 5664 objects.

As updates to the Forge tool introduce more object properties and adjustments, the Forge Simulation budget can be reached more quickly. A common symptom of reaching this limit is that item spawners, such as Weapon Racks or Vehicle Spawners, may reset to their default properties.

<figure><img src="/files/0Dg8l9WXwldelNE04wiD" alt="Primitive blocks and spheres"><figcaption><p>Primitive objects like blocks and spheres are used to test Forge Simulation limits.</p></figcaption></figure>

<figure><img src="/files/py09WoW0vPidcQsHzzrZ" alt="Primitive spheres"><figcaption><p>Primitive spheres represent highly efficient objects for budget testing.</p></figcaption></figure>

<figure><img src="/files/3q9WvlSFpLVrTk0doS4P" alt="Floor Angled Standard A"><figcaption><p>Standard angled floors are among the simplest objects used in budget analysis.</p></figcaption></figure>

### Static Geometry Budget

The Static Geometry budget is determined by the number of static meshes contained within an object. "Telescoping" objects, such as specific floor and wall pieces, are particularly resource-intensive because they are composed of multiple individual static meshes.

The capacity for these objects varies depending on their complexity:

* **UNSC Stairs:** Approximately 5461 objects (3 telescoping parts)
* **Covenant Pyramids:** Approximately 810 objects (\~7 telescoping parts)
* **UNSC Walls:** Approximately 630 objects (\~8 telescoping parts)

<figure><img src="/files/79lEt3oIzxT8ShSUIqM1" alt="UNSC Stairs"><figcaption><p>UNSC Stairs consist of multiple telescoping parts that impact the Static Geometry budget.</p></figcaption></figure>

<figure><img src="/files/HIjB1sQwF6wIgyDi2ssZ" alt="Covenant Pyramids"><figcaption><p>Covenant Pyramids utilize several telescoping parts, increasing their mesh count.</p></figcaption></figure>

<figure><img src="/files/GRdZvLy0rZZxHiCSV2Bm" alt="UNSC Walls"><figcaption><p>UNSC Walls have a high number of telescoping pieces, making them expensive for Static Geometry.</p></figcaption></figure>

## Telescoping Object Research

Research has been conducted to determine if telescoping objects impact budgets differently than standard primitive objects. In a test where 500 worst-case telescoping objects (UNSC Floors) were compared against 500 `Primitive Spheres`, the usage for the Forge Simulation and Objects budgets remained exactly the same.

This indicates that telescoping objects primarily affect the Static Geometry budget.

<figure><img src="/files/y2doGVwhjaLcepP1aMhx" alt="UNSC Floors test"><figcaption><p>Placing 500 UNSC Floors can cause the Static Geometry budget to reach its limit first.</p></figcaption></figure>

<figure><img src="/files/ibOMCmSYkOW9Er6vNGvT" alt="Primitive Spheres comparison"><figcaption><p>Replacing telescoping objects with primitive spheres shows identical usage for Forge Simulation and Objects budgets.</p></figcaption></figure>

{% hint style="warning" %}
Telescoping objects are only a major concern if your map is constructed primarily out of expensive telescoping pieces, which may cause the Static Geometry budget to be hit before other limits.
{% endhint %}

## Additional Data

* **Terminals:** All terminals, including Worn Forerunner variants, occupy the same amount of space.
* **Custom Events:** There is a negligible difference in space usage between Custom Events, Global Custom Events, and Async types.

***

## Source Data

* Discord thread: [Object Limit and Telescoping Object Research](https://discord.com/channels/220766496635224065/1434256456345059328/1434256456345059328)

#### <mark style="color:green;">Contributors</mark>

Okom\
Runic


# Object Properties

An interface that displays adjustable properties for the selected objects.

<figure><img src="/files/Ph7TRAFOzlnnYSrbRlPD" alt="The Object Browser and it&#x27;s tab icon"><figcaption></figcaption></figure>

The Object Properties tab is the second tab at the top of the Forge Menu and it displays properties for the selected object(s).

## Interface

The Object Properties tab consists of categories and subcategories, within which are object options and settings. The categories can be opened and closed, and their state will persist until the Forge session is closed. A short description of the selected item is shown under the main interface. The common adjustable object properties include Object Mode, Transform, Visuals, and Gameplay.

<div><figure><img src="/files/NJG7hSMLvb68713q8szG" alt=""><figcaption><p>Object Properties tab with a selected object</p></figcaption></figure> <figure><img src="/files/uKd3VBnhJPHsg35DJ6GF" alt=""><figcaption><p>Color selection of a region on an object</p></figcaption></figure> <figure><img src="/files/gUXf5SPN0DsliZevN5Hg" alt=""><figcaption><p>Swatch selection of a region on an object</p></figcaption></figure></div>

<div><figure><img src="/files/uJFxEnmbHJPwlBZEs8Ut" alt=""><figcaption><p>Object Properties tab with all categories collapsed</p></figcaption></figure> <figure><img src="/files/uQg5KzGXZ5OHPI9bGdaR" alt=""><figcaption><p>Object Properties tab with no selected object</p></figcaption></figure></div>

## Controls

Controls related to navigating the Object Properties tab. Options for both Keyboard and Mouse, and Controller are provided:

{% tabs %}
{% tab title="Keyboard and Mouse" %}

* <mark style="color:yellow;">Open the Object Properties tab</mark>: <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/n87nxCJzwbcc753CaT8e" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/NU48ZWw2ULHcLNOh4XoG" alt="Key icon" data-size="line"> → <img src="/files/7096oEq3l14VkZyeg5CL" alt="Key icon" data-size="line"> / <img src="/files/x1r27cgEnmpoZyXsBZXD" alt="Key icon" data-size="line">
  * Alternative: \[Hold] <img src="/files/x1r27cgEnmpoZyXsBZXD" alt="Key icon" data-size="line"> → Object Properties <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line"> / <img src="/files/rrcDfGBeDKpnwhZUlEK5" alt="Key icon" data-size="line"> / <img src="/files/8QcXohxc3S7kze2TrCYy" alt="Key icon" data-size="line"> / <img src="/files/rNxt5fYqCj0OO9XVMP7Z" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Close the Object Properties tab</mark>: <img src="/files/Njvoa3Z9Wq8g5supwdcg" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/NU48ZWw2ULHcLNOh4XoG" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/CqTZJmT7VBORbAcKa2tq" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Navigation</mark>: <img src="/files/QbF60azYUp3peQKuckMY" alt="Key icon" data-size="line">, <img src="/files/3i79ikuLZIPiJiUkZyis" alt="Key icon" data-size="line">, <img src="/files/Ggc42WnTaXm24T6Id9Rr" alt="Key icon" data-size="line">, <img src="/files/53gscrTYczA6l0QqCUzs" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/EZRLkWpVoWFOlgcVSRmO" alt="Key icon" data-size="line">, <img src="/files/2dZYmPpgMk3Yot5Frv57" alt="Key icon" data-size="line">, <img src="/files/TkDCsU2dYpggeZnxlFa5" alt="Key icon" data-size="line">, <img src="/files/LXDodznNpkhJL6gukEh4" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/j3FOtnwbH6BdZkMh68ik" alt="Key icon" data-size="line">, <img src="/files/coOWMS7JQoekDbEDl1ml" alt="Key icon" data-size="line">, <img src="/files/8UPdQ41Ds2EKHbJYZH7r" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Up</mark>: <img src="/files/aO2hfyuN2Er0GyymjesG" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/pkKRucTK8AsorQPTS3MW" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Down</mark>: <img src="/files/vCxDQAdBbiTIop594fEx" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/WtKYC7cUj9QhArn7OP5e" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Select Item / Expand/Collapse Category</mark>: <img src="/files/rrcDfGBeDKpnwhZUlEK5" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/8QcXohxc3S7kze2TrCYy" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/rNxt5fYqCj0OO9XVMP7Z" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Expand/Collapse All Categories</mark>: <img src="/files/83Wq1Upn0ZR3KgAoxAH6" alt="Key icon" data-size="line">
  {% endtab %}

{% tab title="Contoller" %}

* <mark style="color:yellow;">Open the Object Properties tab</mark>: <img src="/files/xtt3hncfBF4DAfo90QJW" alt="Key icon" data-size="line"> → <img src="/files/fRqPckQbpzNnNA473arr" alt="Key icon" data-size="line"> / <img src="/files/9TcrFusWJwXARZUVmb64" alt="Key icon" data-size="line">
  * Alternative: \[Hold] <img src="/files/xtt3hncfBF4DAfo90QJW" alt="Key icon" data-size="line"> → Object Properties <img src="/files/XOcpVodKvWaULXpiy2MQ" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Close the Object Properties tab</mark>: <img src="/files/KEXtes2deox76Iia7jwi" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Navigation</mark>: <img src="/files/XOcpVodKvWaULXpiy2MQ" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/JQTGWUXKxxTifJ6WqLzB" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Up</mark>: <img src="/files/1qx49jtoVJtH5VMeoRxA" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Down</mark>: <img src="/files/J8G0hQMeiaVe6JGpB0NX" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Select Item / Expand/Collapse Category</mark>: <img src="/files/KM64wv1FjRBXxfXsJmQM" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Expand/Collapse All Categories</mark>: <img src="/files/NoCBRZ8ElzI8v3v5KFRT" alt="Key icon" data-size="line">
  {% endtab %}
  {% endtabs %}

## Main Categories ↓

The sections below detail the different categories within the Object Properties tab. Includes the most common categories and properties; some listed properties may be missing from your selected object(s). Object-specific properties are not explained in this general article.

## General

#### Object Name

Sets the name of the selected object. The name is displayed in [Folders](/forge/forge-basics-and-ui/forge-interface/folders), Object Properties, [Object Reference](/scripting/nodes/variables-basic/object-reference) nodes and the [Object Information](/forge/forge-basics-and-ui/forge-interface#object-information) panel. An object name up to 40 characters can be entered.

<figure><img src="/files/5MyFENowincOr0a1XEMM" alt=""><figcaption><p>40-character limit on the Object Name</p></figcaption></figure>

The number at the end of objects is a part of the object name. If an object with a duplicate name is created, an incrementing number will be appended to the end of the object name. If an object's name is already 40 characters long, a number won't be appended.

Some strings of characters or words are flagged as invalid, and won't be allowed in the Object Name. A list of the discovered ones has been compiled in: [Invalid Flagged Strings](broken://pages/EXzbMRoY2QYGi5mFRod6).

<figure><img src="/files/uyqNbzhtGTxhqxoBUuaz" alt=""><figcaption><p>The word "support" being classified as invalid, and can't be in the Object Name</p></figcaption></figure>

## Object Mode

#### Object Mode

Toggles between Static and Dynamic object mode. Static object can be scaled, but are not movable in-game or scriptable. Dynamic objects are scriptable and movable in-game. Static objects consume [Static Geo](#user-content-fn-1)[^1] budget. Dynamic object take up more [Game Simulation](#user-content-fn-1)[^1] budget than static objects, but consume no Static Geo budget.

<details>

<summary>Input options:</summary>

Dynamic

Static

</details>

#### Variant

Changes the size or visual variant of a dynamic object. All objects under the [Primitives](/forge/forge-basics-and-ui/forge-interface/object-browser/forge-object-list#primitives) category have this option, when the Object Mode is set to Dynamic.

#### Size

Scale the selected object along the X (forward), Y (horizontal) or Z (vertical) axes. Note, that multiple objects can't be scaled at the same time.

Internally objects have a "Scale Limit Type", which determines what scaling constraints the object follows. The two known types are **Unset** and **Scale Multiplier**. Unset is used on most objects and it's scaling limits are as follows:

Input range (Unset): `0.50` - `4000.00`

Scale Multiplier means that the object's minimum and maximum scale limits are determined by preset values on each axis that the object's default scale is multiplied by. Objects that have this Scale Limit Type can bypass the 0.50 and 4000.00 limits, depending on the multiplier calculation.

Input range (Scale Multiplier): `Default scale * {min multiplier}` - `Default scale * {max multiplier}`

<div><figure><img src="/files/qi142U13T26zLezF9ysD" alt=""><figcaption><p>Slope Helper 20° (TI) scaling multipliers</p></figcaption></figure> <figure><img src="/files/rRVAq4DRY6mDNC0q0Gkn" alt=""><figcaption><p>Ankle Cover Half Size scaling multipliers</p></figcaption></figure> <figure><img src="/files/TcfxnAym1xtTN0HslVQG" alt=""><figcaption><p>Dry Erase Marker scaling multipliers</p></figcaption></figure></div>

<div><figure><img src="/files/mecMngn7dPtIWSUtBGJn" alt=""><figcaption><p>Minimum scale of the Slope Helper 20° (TI). (0.1 x default)</p></figcaption></figure> <figure><img src="/files/lxXzCDPSFaysIYiYCSby" alt=""><figcaption><p>Default scale of the Slope Helper 20° (TI)</p></figcaption></figure> <figure><img src="/files/k8RLkDEf8CZ0eDnmY0ld" alt=""><figcaption><p>Maximum scale of the Slope Helper 20° (TI). (20 x default)</p></figcaption></figure></div>

> Tool: [HIRT](https://github.com/urium1186/HIRT)

{% hint style="warning" %}
The object size values may not match the calculations correctly. This is because currently the visual object size and the object size values are affected by a major bug. Read more about the [Incorrect Object Visual Model Scaling Bug](/knowledge/forge/bugs/incorrect-object-visual-model-scaling-bug).
{% endhint %}

The most used object that has a Scale Limit Type of Scale Multiplier is the Halo Design Set > Cover > Ankle Cover Half Size, having scaling multipliers of minimum `0.001` and maximum `100`. Forgers use this object to make flat, rectangular pieces that can scale lower than 0.50. As the default scale of the object is `X: 1.00`, `Y: 8.00`, `Z: 1.50`, the X axis can scale down to 0.001 units.

<figure><img src="/files/nM2l8S82zWDhNCQizCVu" alt=""><figcaption><p>Ankle Cover Half Size scaled to X: 0.001. Note: that the UI can't show this.</p></figcaption></figure>

Note, that even if the object can be scaled below 0.10, the Object Browser size value input interface doesn't take values lower than 0.10, nor will it show values lower than that. To get an object lower than 0.10, the Scaling Snap of `<none>` has to be selected and the object has to be manually scaled using the [Scale Gizmo](#user-content-fn-2)[^2].

{% hint style="info" %}
Object scaling limits can also be bypassed with an exploit. Read more about: [Bypassing Object Scaling Limits](/knowledge/forge/exploits/bypassing-object-scaling-limits).
{% endhint %}

Some objects can only be scaled on select axes. In these cases, the Scale Gizmo will be gray on the axes that cannot be scaled and the Size properties in the Object Properties tab may be hidden for those axes. Objects such as [*Biomes > Water*](/forge/forge-basics-and-ui/forge-interface/object-browser/forge-object-list#water) *> Water Plane*, and [*Structures > Slopes*](/forge/forge-basics-and-ui/forge-interface/object-browser/forge-object-list#slopes) *> Banished Stairs M* fall into this category.

Some objects will scale on two or more axes when only one is scaled. Objects such as [*Structures > Slopes*](/forge/forge-basics-and-ui/forge-interface/object-browser/forge-object-list#slopes) *> Banished Ramp* & *Banished Wedge* fall into this category.

#### Physics

Sets the physics type of the object. Fixed objects collide with other objects, Phased objects can pass through other objects, No Collision objects only collide with projectiles, and Normal objects collide with other objects and respond to physics.

<details>

<summary>Input options:</summary>

Fixed

No Collision

Normal

Phased

</details>

Read more about the quirks of [Fixed vs Phased Physics](/knowledge/forge/guides-and-info/fixed-vs-phased-physics).

Some objects restrict their Physics selection such as everything under [*Gameplay > Vehicles*](/forge/forge-basics-and-ui/forge-interface/object-browser/forge-object-list#vehicles-1), but this can be bypassed with an exploit: [Applying Inaccessible Object Properties](/knowledge/forge/exploits/applying-inaccessible-object-properties) as long as the object has an Object Mode of Dynamic.

## Transform

### Position

#### Positional Values

Change the object's X (forward), Y (horizontal) and Z: (vertical) position.

### Rotation

#### Rotational Values

Change the object's Roll (X), Pitch (Y) and Yaw (Z) rotation.

### Quickly Duplicating Positional Values Between Objects

By first selecting the object you want to copy the positional data from, and then selecting all other objects to apply them to, opening the Object Properties will show the positional data of the first object, but entering the same data again will now apply those values to all objects in the selection.

Read more about [Applying Identical Positional Data Between Objects](/knowledge/forge/guides-and-info/applying-identical-positional-data-between-objects).

## Visuals

### Region

Regions are sections of an object that can have different swatches, colors and other visual properties assigned to them. The amount of editable regions ranges from one to three per object.

#### Swatch

Changes the swatch applied to the selected region. A swatch is like a texture or material.

#### Color

Changes the color applied to the swatch in the selected region.

#### Color Intensity

Changes the saturation of the region's color. This option only shows up if the region's color is not "No Color".

Input range: `0.00` - `1.00`

#### Color Spread

Adjusts color spread of the region color's base hue. Adjusting this can be almost like a secondary hidden color within the main color, as it brings out some hard-to-see details from the swatch.

Input range: `0.00` - `180.00`

#### Metal

Changes the specular highlights of the swatch in the selected region to be more metallic or not metallic at all.

<details>

<summary>Input options:</summary>

Force Off

Force On

Source Value

</details>

#### Roughness

Determines how rough the swatch in this region will appear. From looking beat-up to glossy and wet.

Input range: `0.00` - `1.00`

### Scratch And Grime

#### Scratch Amount

Determines how scratched the object will appear. The scratches are white on all objects and are most prominent on the outside edges of the object.

Input range: `0.00` - `1.00`

#### Grime

Changes the grime type of the selected objects. Grime is often used to add some extra grit to an object's texture to make it look worn and more realistic.

#### Grime Amount

Determines how much grime will be applied to the object.

Input range: `0.00` - `1.00`

## Gameplay

#### Team

Changes the object's Team affiliation. Most useful on [Team Blockers](#user-content-fn-3)[^3] that allow players from only the assigned team to pass through the blocker. Otherwise used on gameplay-related objects such as CTF Flag Stands.

### Labels

Used to include or exclude an object in a mode, to assign a gamemode-specific object identifier label or used to filter objects that can be easily referenced in scripting when calling specifically labeled objects.

"Include" means that the object will *only* be included in that gamemode. "Exclude" means that the object will be excluded from specifically that gamemode. The labels can be combined such as "BTB Include" & "Slayer Exclude" to make the object appear only in BTB modes, excluding BTB:Slayer.

{% hint style="info" %}
Include is synonymous for "only" in the case of labels
{% endhint %}

### Boundary

Modify properties to adjust the size/shape of the object's boundary which can be e.g. the size of a hill or can be used to detect events via scripting.

### Spawning

Spawn order, despawn and respawn settings. Mostly used on mounted turrets to determine their spawning properties, as they cannot be spawned from [Weapon Spawners](/forge/gameplay/sandbox/weapons/weapon-spawning).

## Advanced Properties

Object-specific properties related mostly to the core functionality of the object.

## AI Zone

#### AI Move Zone

The AI Move Zone object that the AI Spawner's AI units will be assigned to. Linking a zone will allow the spawner's AI units to move and fight outside the vicinity of the spawner.

To clear an assigned AI Move Zone link, select the selected AI Spawner from the list of options when assigning a new move zone.

## Object-Specific Categories ↓

The sections below detail different object-specific categories that are not found on most objects. These sections are explained on a general level.

## Launcher

Options for [Launcher objects](/forge/forge-basics-and-ui/forge-interface/object-browser/forge-object-list#launchers-lifts) to change the trajectory taken by an object that enters the launcher.

## Light

Options to modify a light object's properties.

## Light Probe Marker Settings

Options to change the size and probe spacing of the Light Probe Marker object.

## Location

#### Name

Change the name of the location displayed to players within the Named Location Volume's boundary.

## Reflection Volume Settings

Options to change the behavior of the Reflection Volume object.

## Spawn Point

Modifiers to change how spawning on the selected spawn point should be affected.

## Spawn Volume

Options to change the behavior of the Spawn Volume object.

## Vehicle

Properties for placed vehicles.

#### Camera Distance

Changes how closely the camera will follow the vehicle. Mounted turrets are also classified as vehicles.

Input range: `0.10` - `5.00`

The value "nan" can be applied to this option to make the camera distance go to 0.00, but a side-effect is that the weapon projectiles on the vehicle stop working. Read more about: [Using "nan" as the Value Instead of a Number](/knowledge/forge/exploits/using-nan-as-the-value-instead-of-a-number).

## Weapon

Properties for placed weapons.

#### Spare Clips

The amount of additional/Spare Clips the weapon has. This option can be used to add more clips to a weapon than it can normally hold as the maximum amount of ammo.

Input range: `1` - `16`

#### Spare Energy

The amount of energy the weapon has. This is commonly used to limit the amout of shots that the Scorpion Tail has; with a value of 0.02, it has 4 total shots.

Input range: `0.00` - `1.00`

***

#### <mark style="color:green;">Contributors</mark>

Okom

[^1]: Add link when ready

[^2]: Add link when done

[^3]: Link when done


# Folders

An interface that allows for object organization with folders.

<figure><img src="/files/vIUr0eEG2vWylS3BS8wU" alt="The Object Browser and it&#x27;s tab icon"><figcaption></figcaption></figure>

The Folders tab is the third tab at the top of the Forge Menu and it allows users to create folders and subfolders where objects can be moved into.

## Interface

The Folders tab consists of main folders and subfolders where forge objects placed on the map are stored. The main folders and subfolders can be opened and closed, and their state will persist until the Forge session is closed. The folders can be renamed, and their positioning is based on alphabetical order. A folder and the objects within the folder can be locked or hidden. These options prevent the object from being selected and hide their visibility respectfully.

<div><figure><img src="/files/USzxNGUl3GiicWOPtdWd" alt=""><figcaption><p>Default folder structure and objects on the Arid canvas</p></figcaption></figure> <figure><img src="/files/nEmZZ3aLEvvCkSxlGIrE" alt=""><figcaption><p>Objects selected, hidden and locked in the Folders tab</p></figcaption></figure> <figure><img src="/files/T2baqglheHY1xfIQhZTQ" alt=""><figcaption><p>Custom folder structure for the 4v4 map HighGear</p></figcaption></figure></div>

<div><figure><img src="/files/T90kUR5hUlOR5eGxEpnM" alt=""><figcaption><p>Advanced folder structure with 10 main folders as categories</p></figcaption></figure> <figure><img src="/files/3pvXmaIInrwVJdc1w7II" alt=""><figcaption><p>Inspecting the contents of the custom folder structure</p></figcaption></figure></div>

## Controls

Controls related to navigating the Folders tab. Options for both Keyboard and Mouse, and Controller are provided:

{% tabs %}
{% tab title="Keyboard and Mouse" %}

* <mark style="color:yellow;">Open the Folders tab</mark>: <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/LaynKfavZ5PUBvYfxGrq" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/NU48ZWw2ULHcLNOh4XoG" alt="Key icon" data-size="line"> → <img src="/files/7096oEq3l14VkZyeg5CL" alt="Key icon" data-size="line"> / <img src="/files/x1r27cgEnmpoZyXsBZXD" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Close the Folders tab</mark>: <img src="/files/Njvoa3Z9Wq8g5supwdcg" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/NU48ZWw2ULHcLNOh4XoG" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/CqTZJmT7VBORbAcKa2tq" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Navigation</mark>: <img src="/files/QbF60azYUp3peQKuckMY" alt="Key icon" data-size="line">, <img src="/files/3i79ikuLZIPiJiUkZyis" alt="Key icon" data-size="line">, <img src="/files/Ggc42WnTaXm24T6Id9Rr" alt="Key icon" data-size="line">, <img src="/files/53gscrTYczA6l0QqCUzs" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/EZRLkWpVoWFOlgcVSRmO" alt="Key icon" data-size="line">, <img src="/files/2dZYmPpgMk3Yot5Frv57" alt="Key icon" data-size="line">, <img src="/files/TkDCsU2dYpggeZnxlFa5" alt="Key icon" data-size="line">, <img src="/files/LXDodznNpkhJL6gukEh4" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/j3FOtnwbH6BdZkMh68ik" alt="Key icon" data-size="line">, <img src="/files/coOWMS7JQoekDbEDl1ml" alt="Key icon" data-size="line">, <img src="/files/8UPdQ41Ds2EKHbJYZH7r" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Up</mark>: <img src="/files/aO2hfyuN2Er0GyymjesG" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/pkKRucTK8AsorQPTS3MW" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Down</mark>: <img src="/files/vCxDQAdBbiTIop594fEx" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/WtKYC7cUj9QhArn7OP5e" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Select Object/Folder</mark>: <img src="/files/kOZYZ7YW800pb5BydqKx" alt="Key icon" data-size="line">
  * Alternative: \[Hover] <img src="/files/MZcW76ttO0fEO7p1gvDx" alt="Key icon" data-size="line"> → <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Delete Selected items</mark>: <img src="/files/0cltwN30qfZlZxlhv8OY" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Select Setting</mark>: \[Hover] <img src="/files/MZcW76ttO0fEO7p1gvDx" alt="Key icon" data-size="line">, <img src="/files/PK4kAj2nfvEx0vYkRRTF" alt="Key icon" data-size="line">, <img src="/files/JRVHqzu2lQkqTrEBqbYU" alt="Key icon" data-size="line">, <img src="/files/K6bXo9A1Ctf2dG5kcbEE" alt="Key icon" data-size="line"> → <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line">, <img src="/files/rrcDfGBeDKpnwhZUlEK5" alt="Key icon" data-size="line">, <img src="/files/8QcXohxc3S7kze2TrCYy" alt="Key icon" data-size="line">, <img src="/files/rNxt5fYqCj0OO9XVMP7Z" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Open Options Menu</mark>: \[Hover] Object/Folder Name → <img src="/files/8UPdQ41Ds2EKHbJYZH7r" alt="Key icon" data-size="line">
  * Alternative: \[Hover] <img src="/files/PK4kAj2nfvEx0vYkRRTF" alt="Key icon" data-size="line"> → <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line">, <img src="/files/rrcDfGBeDKpnwhZUlEK5" alt="Key icon" data-size="line">, <img src="/files/8QcXohxc3S7kze2TrCYy" alt="Key icon" data-size="line">, <img src="/files/rNxt5fYqCj0OO9XVMP7Z" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Expand/Collapse Folder</mark>: \[Hover] <img src="/files/QZHvRYdgf6zz7QTH5bHK" alt="Key icon" data-size="line"> → <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line">
  * Alternative: \[Hover] Folder Name → <img src="/files/rrcDfGBeDKpnwhZUlEK5" alt="Key icon" data-size="line">, <img src="/files/8QcXohxc3S7kze2TrCYy" alt="Key icon" data-size="line">, <img src="/files/rNxt5fYqCj0OO9XVMP7Z" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Focus Object</mark>: \[Hover] Object Name → <img src="/files/rrcDfGBeDKpnwhZUlEK5" alt="Key icon" data-size="line">, <img src="/files/8QcXohxc3S7kze2TrCYy" alt="Key icon" data-size="line">, <img src="/files/rNxt5fYqCj0OO9XVMP7Z" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Expand/Collapse All Folders</mark>: <img src="/files/83Wq1Upn0ZR3KgAoxAH6" alt="Key icon" data-size="line">
  {% endtab %}

{% tab title="Contoller" %}

* <mark style="color:yellow;">Open the Folders tab</mark>: <img src="/files/xtt3hncfBF4DAfo90QJW" alt="Key icon" data-size="line"> → <img src="/files/fRqPckQbpzNnNA473arr" alt="Key icon" data-size="line"> / <img src="/files/9TcrFusWJwXARZUVmb64" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Close the Folders tab</mark>: <img src="/files/KEXtes2deox76Iia7jwi" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Navigation</mark>: <img src="/files/XOcpVodKvWaULXpiy2MQ" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/JQTGWUXKxxTifJ6WqLzB" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Up</mark>: <img src="/files/1qx49jtoVJtH5VMeoRxA" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Down</mark>: <img src="/files/J8G0hQMeiaVe6JGpB0NX" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Expand/Collapse All Folders</mark>: <img src="/files/NoCBRZ8ElzI8v3v5KFRT" alt="Key icon" data-size="line">

This section is still a stub.
{% endtab %}
{% endtabs %}

## Default Folders

Each of the [default Forge canvases](/forge/forge-basics-and-ui/loading-into-forge/forge-canvases) has a set of default folders that are localized to every supported language. If the names of these folders are changed, the localization support will be broken. The list of default folders is as follows:

* Gameplay
  * Bots
  * Cameras
  * Initial Spawns
  * Respawn Points
  * Vehicles
  * Weapons
* Layout [`root folder`](#set-as-root-folder)
* Modes
  * Attrition
  * CTF
  * King of the Hill
  * Oddball
  * Stockpile
  * Strongholds

## Features

By opening the Options Menu (see [Controls](#controls)) of an object or folder the following options will be available based on your selected item:

### Grab Selected (150 Max)

Turns a folder-only object selection into a viewport selection of the object group. A maximum of 150 objects can be in a viewport selection. Multiple prefabs can be selected, but the total number of objects within them can't be over 255, which is the true limit, instead of 150.

Learn more about: [Bypassing 150-Object Prefab Limit](/knowledge/forge/exploits/bypassing-150-object-prefab-limit).

### Move

Moves the selected object(s) or folder with object(s) to a different folder. When a move is in progress, the menu navigation changes from object-to-object to folder-to-folder which helps with finding the destination folder quicker.

#### Moving Folders

Selecting Move on an entire folder moves only the objects within the folder to the new destination folder, regardless of your other selected items. Moving two folders at the same time by selecting the folders with <img src="/files/MZcW76ttO0fEO7p1gvDx" alt="Key icon" data-size="line"> is not recommended as the move process will result in the objects within those subfolders now being under the destination main folder, instead of in the subfolders in the destination main folder.

{% hint style="warning" %}
Don't move two subfolders at the same time as the objects within them will not be nested in the subfolders anymore.
{% endhint %}

Moving singular subfolders between main folders works as expected, but moving a main folder to another main folder will turn the initial main folder into a subfolder of the destination main folder. Any subfolders of the initial main folder will be moved to the destination main folder as subfolders. Forcefully attempting to move a subfolder to another subfolder with <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line"> is not possible.

#### Object Selection Bug

A selection bug can happen if an object or a collapsed folder in it's entirety is selected and moved while other folders are collapsed. This bug causes random non-selected objects to be brought in with the object selection and be moved to the destination folder. To prevent this follow these steps:

* Open the Folders tab
* Navigate to your objects and select the desired objects
  * Alternatively get to this point by selecting the desired objects straight from the map
* Select and [grab the selected objects](#grab-selected-150-max)
* Collapse/Expand all folders with <img src="/files/83Wq1Upn0ZR3KgAoxAH6" alt="Key icon" data-size="line">/<img src="/files/83Wq1Upn0ZR3KgAoxAH6" alt="Key icon" data-size="line"> until all folders are expanded
* Close the Folders tab and re-open it
* Now select Move on one of the objects in your selection and move the selected objects to the desired folder
  * Folders can temporarily be collapsed with <img src="/files/83Wq1Upn0ZR3KgAoxAH6" alt="Key icon" data-size="line">/<img src="/files/83Wq1Upn0ZR3KgAoxAH6" alt="Key icon" data-size="line"> after the "Move" button has been pressed and then expanded again in order to navigate around the folder structure quicker

{% hint style="warning" %}
When attempting to move groups of objects, it is recommended to expand all folders first before making the move to avoid an object selection bug.
{% endhint %}

### Rename

Sets the name of the selected object or folder. The object name is displayed in Folders, [Object Properties](/forge/forge-basics-and-ui/forge-interface/object-properties), [Object Reference](/scripting/nodes/variables-basic/object-reference) nodes and the [Object Information](/forge/forge-basics-and-ui/forge-interface#object-information) panel while the folder name is only displayed in the Folders tab. An object name up to 40 characters can be entered.

### Place in Empty Subfolder

Places the selected object(s) in a new folder within the same main folder named "My Subfolder".

### Delete

Deletes the selected object(s) or folder. If a folder is deleted, all objects within the folder will also be deleted. Selected objects and folders can be quickly deleted with the <img src="/files/0cltwN30qfZlZxlhv8OY" alt="Key icon" data-size="line"> key.

### Drop

Drops a specific object from the [selection of grabbed objects](#grab-selected-150-max).

### Drop Selected

Drops all selected objects in the Folders tab selection from the [selection of grabbed objects](#grab-selected-150-max).

### Set as Working Folder

Sets the selected folder as the directory where all newly created objects will be put into. Persists only for the current Forge session, after which the working folder will return to the [root folder](#set-as-root-folder).

### Set as Root Folder

Turns the selected subfolder into a main folder and turns it into the root folder. All objects within the subfolder will be transferred to the new main folder. The root folder of a map is set as the [working folder](#set-as-working-folder) by default when a Forge session is loaded.

{% hint style="info" %}
This option arguably causes more harm than good as it's often only be useful when setting up the folder structure of a map in the first place, and most if not all presses of the button afterwards are misinputs from trying to select "Set As Working Folder", resulting in a ton of unnecessary headache.

<img src="/files/EYr6kn05vU1DNmvb0wAs" alt="" data-size="original">
{% endhint %}

### Add New Folder

Creates a new main folder with the specified name; the default name is "My Folder". This option can only be accessed by opening the Options Menu of a main folder. The newly created main folder will also automatically become the new [root folder](#set-as-root-folder).

### Create Empty Subfolder

Creates a new subfolder with the specified name within the selected main folder; the default name is "My Subfolder". This option can only be accessed by opening the Options Menu of a main folder.

### Hide & Unhide

The <img src="/files/JRVHqzu2lQkqTrEBqbYU" alt="Key icon" data-size="line"> icon toggles the visibility of objects from the map viewport. Hiding an object only applies to Test Mode. Hidden objects can't be selected directly from the map viewport, but can still be selected via mouse drag-select or by [selecting and grabbing](#grab-selected-150-max) them from the Folders tab.

Hiding unnecessary objects while forging is common practice, but don't forget to unhide the objects before handing off the map for someone else to forge on, as the next person might think the map is missing objects, if they don't clue in to checking the Folders tab for hidden objects.

### Lock & Unlock

The <img src="/files/K6bXo9A1Ctf2dG5kcbEE" alt="Key icon" data-size="line"> icon toggles the selectability of objects from the map viewport. Locked objects can still be selected and grabbed from the Folders tab. Locked objects will have a red lock icon next to the object's Object Mode indicator on the [Object Information](/forge/forge-basics-and-ui/forge-interface#object-information) panel. The option "(DELETE ALL UNLOCKED)" in [Map Options](/forge/forge-basics-and-ui/forge-interface/map-options) will not delete any locked objects.

<figure><img src="/files/EwwxpwwgOhKkgkUEBEbL" alt=""><figcaption><p>Locked object showing a red lock next to it's name</p></figcaption></figure>

{% hint style="info" %}
Some forgers use object locking as a a safety measure to not accidentally select the object, while others use it as a mental check to confirm that a section of a map is finished.
{% endhint %}

## Why Use Folders?

Organizing objects in folders helps you and others find objects on the map quicker, and hide or lock specific object categories. It becomes difficult locating objects or hiding all of the player containment objects on the map if everything is together in one big folder, as is usually the case.

## Folder Tips

Tips from experienced forgers about using the Folders tab to it's fullest.

### Selecting Objects

The quickest way to select groups of individual objects where selecting the entire folder isn't applicable is by selecting the object with (keyboard) <img src="/files/kOZYZ7YW800pb5BydqKx" alt="Key icon" data-size="line">, pressing <img src="/files/QbF60azYUp3peQKuckMY" alt="Key icon" data-size="line"> or <img src="/files/Ggc42WnTaXm24T6Id9Rr" alt="Key icon" data-size="line"> to go to the next object, and repeating the cycle. If you want to then move that group of objects, read the instructions on how to [safely and consistently do so](#object-selection-bug).

### Naming

As the folder structure in Forge is alphabetically ordered, a numbering system can be used to order the folders. Prefixing a number either in the form of `1, 2, 3...` or `01, 02, 03...` to a main folder is commonplace in the folder structures of many experienced forgers. Subfolders usually aren't number-ordered like this, but there's no harm in doing it.

## Folder Structure References

The folder structure doesn't have to be overly complicated to work efficiently. The objects on a map can roughly be divided into: Layout, Gameplay, Containment & Scripts. It's also useful to separate the playable geometry and the skybox geometry of the map to [optimize the Nav Mesh build](broken://pages/4o0UJbXgyE439Qbo07VC) by hiding the skybox during [Nav Mesh generation](/forge/nav-mesh/building-nav-mesh).

A great folder structure allows the forgers who care about folderizing objects to do so while still keeping newly placed objects organized in one place if the forger forgot to set a working folder. Below are references to recommended folder structures used by experienced forgers that have been tried and tested over multiple different maps to work efficiently.

### Basic Folder Structure

For categorizing objects into large categories that still differentiate them enough to be understandable.

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Basic Folder Structure</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/RQB6aOmzE2Ng29COLRRc">/pages/RQB6aOmzE2Ng29COLRRc</a></td></tr></tbody></table>

### Advanced Folder Structure

For categorizing every object type efficiently and semantically. Takes a bit longer to set up and takes up more budget, but is much more useful on larger projects or feature-rich maps.

**Learn more about:**

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Advanced Folder Structure</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/dJ92eLAEAHzeHmSpfXa7">/pages/dJ92eLAEAHzeHmSpfXa7</a></td></tr></tbody></table>

## Trivia

* Before Season 4, selecting an item in the folder structure automatically [grabbed the selected item](#grab-selected-150-max). This was changed to allow objects more than 150 to be moved between folders at the same time as well as to lessen the potential for performance issues when selecting 150 objects at the same time.
* Each folder adds on to the Forge Simulation budget, which can be an issue on maps at the budget limit where no more new folders can be made.
* Changes within the folder structure such as item moving or folder deletion cannot be undone with the undo-action.

***

#### <mark style="color:green;">Contributors</mark>

Okom\
MikRips\
ArturBloodshot\
Mr Kwatz


# Basic Folder Structure

Examples of a basic folder structure to use on Halo Infinite Forge maps.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

The folder structure doesn't have to be overly complicated to work efficiently. Below are some examples of basic folder structures that experienced forgers have come up with, and are tuned to work for the common object groups in a Forge map. A basic folder structure is useful for categorizing objects into large categories that still differentiate them enough to be understandable.

## Advantages

The advantages to having a basic folder structure are:

* Fast to set up
* Easy to understand
* Easier to get forgers to use it who are unfamiliar or against using the Folders tab
* Less budget usage, as every folder takes up Forge Simulation Memory. This is only really an issue on maps that are nearing 100% Forge Simulation Memory and really need to scrape the bottom of the optimization barrel to botch together the map being just under the forging budget limits.

## Disadvantages

The disadvantages to having a basic folder structure are:

* Some objects will not be organized to descriptive enough folders
* Selecting specific groups of objects is more difficult as objects from multiple categories may be in the same folder
* It may take longer to find specific objects due to multiple objects of different types being in the same folder

## Examples

Examples of basic folder structures used by experienced forgers:

### MikRips

<details>

<summary>General</summary>

* 00 Blockout
* 01 Sandbox
  * Gamemodes
  * Lighting
  * Misc.
  * Nav Mesh
  * Spawns
  * Vehicles
  * Volumes
  * Weapons Equipment
* 02 Scripts
* 03 Containment
* 04 Art

</details>

## timmyforges

<details>

<summary>General</summary>

* Art
* Blockers
* Blockout
* Dynamic
* Emissives
* Gameplay

</details>

If you're confused what the `root folder` means, see [Set as Root Folder](/forge/forge-basics-and-ui/forge-interface/folders#set-as-root-folder)

***

#### <mark style="color:green;">Contributors</mark>

Okom\
MikRips\
timmyforges


# Advanced Folder Structure

Examples of an advanced folder structure to use on Halo Infinite Forge maps.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

The folder structure doesn't have to be overly complicated to work efficiently. Below are some examples of advanced folder structures that experienced forgers have come up with, and are tuned to work for all object groups in a Forge map. An advanced folder structure is useful for categorizing every object type efficiently and semantically. Takes a bit longer to set up and takes up more budget, but is much more useful on larger projects or feature-rich maps.

## Advantages

The advantages to having an advanced folder structure are:

* All object types have a descriptive folder allocated for them
* Selecting or hiding specific groups of objects is easy and streamlined
* You are more willing to folderize objects correctly, when a good folder structure is set up

## Disadvantages

The disadvantages to having an advanced folder structure are:

* More budget usage as every folder takes up Forge Simulation memory. This only becomes an issue on maps with the Forge Simulation memory almost at 100% when attempting to re-do the folder structure
* Some forgers may find it too intimidating to use

## Examples

Examples of advanced folder structures used by experienced forgers:

### Okom1

<details>

<summary>General purpose</summary>

* .Non-Folderized Objects `root folder`
* 00.Layout
  * 0.Blockout
  * 1.Main Layout
  * 2.Skybox
  * 3.Detail (Collision)
  * 3.Detail (No Collision)
  * Terrain
* 01.Spawning
  * Initial Spawns
  * Respawn Points
  * Spawn Influence
* 02.Gameplay
  * Audio
  * Cameras
  * Equipment
  * Lifts and Teleporters
  * Named Locations
  * Ordnance, Cobra
  * Ordnance, Eagle
  * Ordnance, LSS
  * Ordnance, Middle
  * Vehicles
  * Weapons
* 03.Modes
  * Assault
  * Attrition
  * CTF
  * Elimination
  * Extraction
  * FFKOTH-1
  * FFKOTH-2
  * FFKOTH-3
  * FFKOTH-4
  * FFKOTH-5
  * Headhunter
  * Infection
  * King of the Hill
  * Land Grab
  * Oddball
  * Stockpile
  * Strongholds
  * Total Control
* 04.Nav Mesh
  * Cutters
  * Helpers
  * Markers
  * Seed Points
  * Temp. Geo
* 05\. Lighting
  * FX
  * Hide For Lighting Build
  * Lighting Modifiers
  * Lights
* 06.Containment
  * Inside Map
  * Kill Volumes
  * Outside Map
* 07.Scripting
  * Script1
  * Script2
  * Script3
* 08.Misc
  * Easter Eggs
  * Palette1
  * Palette2
  * Palette3

</details>

## MikRips

<details>

<summary>General purpose</summary>

* 00 Blockout
* 01 Gamemodes
* 02 Sandbox
  * Weapons Equipment
  * Initial Spawns
  * Respawns
  * Volumes
* 03 Blockers
  * Containment
  * Collision
* 04 Nav Mesh
  * Markers
  * Hints
  * Cutters
  * Nav Mesh Geo
* 05 Scripting
* 06 Foliage (Hide for Nav)
* 07 Terrain
  * Rocks misc
  * Trees
* 08 Lighting
  * Lights
  * Reflection volumes
* 09 Skybox
* 10 Map Art `root folder`

</details>

## nkdape

<details>

<summary>For the map <a href="https://www.halowaypoint.com/halo-infinite/ugc/maps/54cb69c3-9f60-4061-85c4-0ab3da4d234a">Hacksaw Canyon</a>:</summary>

* 01.Gameplay
  * Audio
  * Cameras
  * FX
  * Lifts
  * Script Brains
  * Spawn Influence
  * Spawns, Initial, FFA
  * Spawns, Initial, FFKOTH
  * Spawns, Initial, Infection
  * Spawns, Initial, Team
  * Spawns, Respawn - COBRA
  * Spawns, Respawn - EAGLE
  * Spawns, Respawn - MID
* 02.Modes
  * m01.Weapons, Equipment
  * m02.Vehicles - 0
  * m03.Coils
  * m04.Pods, EAGLE
  * m05.Pods, MID
  * m06.Pods, COBRA
  * m07.Pods, LSS
  * m10.BTB - 0
  * m11.CTF
  * m12.Total Control
  * m13.KOTH
  * m14.Strongholds
  * m15.Land Grab
  * m16.Stockpile
  * m17.Oddball
  * m18.Attrition, Elimination
  * m19.Extraction
  * m20.Infection
  * m21.FFKOTH.1
  * m21.FFKOTH.2
  * m21.FFKOTH.3
  * m21.FFKOTH.4
  * m21.FFKOTH.5
  * m21.FFKOTH.Weapons, Equipment
  * m22.Headhunter
* 03.Volumes
  * Kill, Hard
  * Kill, Soft
  * Named Locations
* 04.Nav Mesh, Objects
  * Nav Cutters
  * Nav Helpers
  * Nav Markers
  * Nav Seeds
* 05.Lighting
  * Lights
  * Probe, Reflections
* 06.Player Containment
  * Bounds Blockers
  * Exploit Blockers
  * FFKOTH Exclude Blockers
  * Smooth Blockers
* 10.Base.COBRA
  * C.BaseBottom
  * C.BaseTop01
  * C.BaseTop02
  * C.Spire\_Platform
  * C.Tower1
  * C.Tower2
* 10.Base.EAGLE
  * E.BaseBottom
  * E.BaseTop01
  * E.BaseTop02
  * E.Spire\_Platform
  * E.Tower1
  * E.Tower2 10.MID
  * M.Bunker1
  * M.Bunker2
  * M.BunkerGround
  * M.BunkerSpires
  * M.Cave
  * M.Circle
  * M.Fins
  * M.Ground
  * M.Monument
  * M.Spires
* 10.Misc
* 10.StageSpires
  * S.Spire1
  * S.Spire2
  * S.Spire3
* 11.Geology
  * G.Cave
  * G.Ground
  * G.Rocks
  * G.Rocks, Bounds
  * G.Rubble, Snow
  * G.Terrain
* 12.Foliage
* 13.Decals
* 99.TEMP

</details>

If you're confused what the `root folder` means, see [Set as Root Folder](/forge/forge-basics-and-ui/forge-interface/folders#set-as-root-folder).

***

#### <mark style="color:green;">Contributors</mark>

Okom\
MikRips\
nkdape


# Map Options

An interface that displays adjustable options and information about the map.

<figure><img src="/files/VrNTGBON9kNhQWQjy4bJ" alt="Cover image"><figcaption></figcaption></figure>

The Map Options tab is the fourth tab at the top of the Forge Menu and it displays options such as changing map lighting, wind, sound, and inspecting budget usage.

## Interface

The Map Options tab consists of categories and subcategories, within which are adjustable map options and settings. The categories can be opened and closed, and their state will persist until the Forge session is closed. A short description of the selected item is shown under the main interface. The common adjustable map options include Sunlight, Light Bounce, Ambient Sound, Budget, and Level Bound Probes.

<div><figure><img src="/files/zQMlZmxV2pHirCmAG0Dz" alt=""><figcaption><p>Map Options tab with default settings on the Arid canvas</p></figcaption></figure> <figure><img src="/files/CiyfnoUbORXLoAxYEvDp" alt=""><figcaption><p>Sky Tint color selection</p></figcaption></figure> <figure><img src="/files/TnfN66qcY4cxzS5Ulmfn" alt=""><figcaption><p>Primary ambient sound selection</p></figcaption></figure></div>

<figure><img src="/files/vF9mrOmPS5nMYhFAJtrm" alt=""><figcaption><p>Map Options tab with all categories collapsed</p></figcaption></figure>

## Controls

Controls related to navigating the Map Options tab. Options for both Keyboard and Mouse, and Controller are provided:

{% tabs %}
{% tab title="Keyboard and Mouse" %}

* <mark style="color:yellow;">Open the Map Options tab</mark>: <img src="/files/3t4n7gOHzRivL6xQb26B" alt="Key icon" data-size="line"> + <img src="/files/bLJ706ac4Hh6xAVlilTK" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/NU48ZWw2ULHcLNOh4XoG" alt="Key icon" data-size="line"> → <img src="/files/7096oEq3l14VkZyeg5CL" alt="Key icon" data-size="line"> / <img src="/files/x1r27cgEnmpoZyXsBZXD" alt="Key icon" data-size="line">
  * Alternative: \[Hold] <img src="/files/x1r27cgEnmpoZyXsBZXD" alt="Key icon" data-size="line"> → Map Options <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line"> / <img src="/files/rrcDfGBeDKpnwhZUlEK5" alt="Key icon" data-size="line"> / <img src="/files/8QcXohxc3S7kze2TrCYy" alt="Key icon" data-size="line"> / <img src="/files/rNxt5fYqCj0OO9XVMP7Z" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Close the Map Options tab</mark>: <img src="/files/Njvoa3Z9Wq8g5supwdcg" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/NU48ZWw2ULHcLNOh4XoG" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/CqTZJmT7VBORbAcKa2tq" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Navigation</mark>: <img src="/files/QbF60azYUp3peQKuckMY" alt="Key icon" data-size="line">, <img src="/files/3i79ikuLZIPiJiUkZyis" alt="Key icon" data-size="line">, <img src="/files/Ggc42WnTaXm24T6Id9Rr" alt="Key icon" data-size="line">, <img src="/files/53gscrTYczA6l0QqCUzs" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/EZRLkWpVoWFOlgcVSRmO" alt="Key icon" data-size="line">, <img src="/files/2dZYmPpgMk3Yot5Frv57" alt="Key icon" data-size="line">, <img src="/files/TkDCsU2dYpggeZnxlFa5" alt="Key icon" data-size="line">, <img src="/files/LXDodznNpkhJL6gukEh4" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/j3FOtnwbH6BdZkMh68ik" alt="Key icon" data-size="line">, <img src="/files/coOWMS7JQoekDbEDl1ml" alt="Key icon" data-size="line">, <img src="/files/8UPdQ41Ds2EKHbJYZH7r" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Up</mark>: <img src="/files/aO2hfyuN2Er0GyymjesG" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/pkKRucTK8AsorQPTS3MW" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Down</mark>: <img src="/files/vCxDQAdBbiTIop594fEx" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/WtKYC7cUj9QhArn7OP5e" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Select Item / Expand/Collapse Category</mark>: <img src="/files/rrcDfGBeDKpnwhZUlEK5" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/4odVnRCuTZfcufZkqym3" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/8QcXohxc3S7kze2TrCYy" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/rNxt5fYqCj0OO9XVMP7Z" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Expand/Collapse All Categories</mark>: <img src="/files/83Wq1Upn0ZR3KgAoxAH6" alt="Key icon" data-size="line">
  {% endtab %}

{% tab title="Contoller" %}

* <mark style="color:yellow;">Open the Map Options tab</mark>: <img src="/files/xtt3hncfBF4DAfo90QJW" alt="Key icon" data-size="line"> → <img src="/files/fRqPckQbpzNnNA473arr" alt="Key icon" data-size="line"> / <img src="/files/9TcrFusWJwXARZUVmb64" alt="Key icon" data-size="line">
  * Alternative: \[Hold] <img src="/files/xtt3hncfBF4DAfo90QJW" alt="Key icon" data-size="line"> → Map Options <img src="/files/XOcpVodKvWaULXpiy2MQ" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Close the Map Options tab</mark>: <img src="/files/KEXtes2deox76Iia7jwi" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Navigation</mark>: <img src="/files/XOcpVodKvWaULXpiy2MQ" alt="Key icon" data-size="line">
  * Alternative: <img src="/files/JQTGWUXKxxTifJ6WqLzB" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Up</mark>: <img src="/files/1qx49jtoVJtH5VMeoRxA" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Quick Scroll Down</mark>: <img src="/files/J8G0hQMeiaVe6JGpB0NX" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Select Item / Expand/Collapse Category</mark>: <img src="/files/KM64wv1FjRBXxfXsJmQM" alt="Key icon" data-size="line">
* <mark style="color:yellow;">Expand/Collapse All Categories</mark>: <img src="/files/NoCBRZ8ElzI8v3v5KFRT" alt="Key icon" data-size="line">
  {% endtab %}
  {% endtabs %}

## Main Categories ↓

The sections below detail the different categories within the Map Options tab.

## Lights & Atmosphere

Settings to adjust the lighting, fog and wind.

### Sunlight

Settings to adjust the sunlight and it's direction. For more details, see [Sun](broken://pages/xqTXOtwk3ARzx3CLguIO).

#### Intensity

Changes the brightness of the sunlight.

Input range: `0.00` - `100.00`

#### Color Override

Changes the color of the sunlight. Note that this doesn't change the color of the sun itself. For changing the color of the sun, see [Sun Tint](#sun-tint).

#### Sun Yaw

Changes the position of the sun in relation to the map cardinal directions. In simpler terms: left and right.

Input range: `0.00` - `360.00`

#### Sun Pitch

Changes the position of the sun in relation to the time of day. In simpler terms: up and down.

Input range: `0.00` - `360.00`

### Light Bounce

Settings to control how bounce light affects the level. For more details, see [Light Bounce](broken://pages/NVIdB7p9yyn7UxP29Sj4).

#### Intensity

Changes the brightness of bounce light from the sun and all other light sources.

Input range: `0.00` - `100.00`

#### Tint Override

Changes the color of bounce light.

### Sky Light

Sky light settings adjust the sky lighting and it's positional colors. For more details, see [Sky](broken://pages/goAtzFM5JODWLEje9I6p).

#### Intensity

Changes the brightness of sky lighting.

Input range: `0.00` - `100.00`

#### Tint Override

Changes the color of sky lighting.

#### Top Override

Changes the color of sky lighting coming from above the map.

#### North Override

Changes the color of sky lighting coming from the north side of the map.

#### South Override

Changes the color of sky lighting coming from the south side of the map.

#### East Override

Changes the color of sky lighting coming from the east side of the map.

#### West Override

Changes the color of sky lighting coming from the west side of the map.

### Sky Rendering

Sky rendering settings adjust the look of the sky and sun. For more details, see [Sky](broken://pages/goAtzFM5JODWLEje9I6p) and [Sun](broken://pages/xqTXOtwk3ARzx3CLguIO).

#### Sky Intensity

Sets the brightness of the sky. Uses Rayleigh scattering.

Input range: `0.00` - `100.00`

{% hint style="info" %}
Setting the Sky Intensity to 0.00 hides the sun.
{% endhint %}

#### Sun Intensity

Sets the brightness of the sun. Uses Mie scattering.

Input range: `0.00` - `100.00`

#### Sky Tint

Sets the color of the sky.

#### Sky Tint Intensity

Sets how intense the sky color is.

Input range: `0.00` - `100.00`

#### Sun Tint

Sets the color of the sun. Note that this doesn't change the color of the sunlight. For changing the color of the sunlight, see [Sunlight Color Override](#color-override).

#### Sun Tint Intensity

Sets how intense the sun color is.

### Atmospheric Fog

Atmospheric fog settings emulate light scattering in the atmosphere. For more details, see [Fog](broken://pages/OKmDPy73mhXqA0GUEUXC).

#### Fog Offset

Sets the distance to offset the fog falloff from where atmospheric fog starts rendering to the horizon. Based on [Fog Near Falloff](#fog-near-falloff).

Input range: `0.00` - `5.00`

#### Fog Near Falloff

Sets the distance from player where atmospheric fog starts rendering.

Input range: `0.00` - `10,000.00`

#### Fog Intensity

Sets atmospheric fog density.

Input range: `0.00` - `1.00`

#### Fog Depth Scale

Sets the atmospheric fog density at a distance. Works with the [Fog Near Falloff](#fog-near-falloff) value.

Input range: `0.00` - `1,500.00`

#### Fog Falloff Up

Sets the amount of atmoshperic fog falloff that occurs upwards from the horizon.

Input range: `0.00` - `5.00`

#### Fog Falloff Down

Sets the amount of atmoshperic fog falloff that occurs downwards from the horizon.

Input range: `0.00` - `5.00`

#### Sky Fog Intensity

Determines how much atmospheric fog is in the atmosphere. Color is based on [Sky Tint Override](#tint-override-1).

Input range: `0.00` - `5,000.00`

#### Inscattering

Sets the amount of light that scatters throughout the atmosphere. Lower values result in stronger scattering.

Input range: `0.00` - `1.00`

#### Fake Inscattering Tint

Sets a false color scatter throughout the atmosphere.

{% hint style="info" %}
The [Atmospheric Fog Inscattering](#inscattering) value must be under 1.00 for the color to show.
{% endhint %}

### Volumetric Fog

Volumetric fog settings simulate 3D fog as cost from a light source. For more details, see [Fog](broken://pages/OKmDPy73mhXqA0GUEUXC).

{% hint style="warning" %}
Volumetric Fog can be turned off client-side from the video settings, so it shouldn't be relied on for major fog effects.
{% endhint %}

#### Enabled

Toggles the display of volumetric fog.

#### Density

Sets the volumetric fog density.

Input range: `0.00` - `1.00`

#### Color

Sets the volumetric fog color.

#### Near Range

Sets the distance from player where the volumetric fog starts rendering.

Input range: `0.00` - `600.00`

#### Far Range

Sets the distance from player where the volumetric fog stops rendering.

Input range: `0.00` - `1,000.00`

### Wind

Wind settings affect the movement of some dynamic objects such MP Trees, as well as Screen Effects.

{% hint style="info" %}
To easily preview the wind settings, change the [Screen Effect](#fx) to *Retro Heavy*, and turn the [Wind Speed](#wind-speed) to *12.00*.
{% endhint %}

#### Yaw

Changes the direction of the wind in relation to the map cardinal directions. In simpler terms: left and right.

Input range: `-180.00` - `180.00`

#### Pitch

Changes the angle of the wind in relation to the ground plane. In simpler terms: up and down.

Input range: `-180.00` - `180.00`

#### Wind Speed

Changes the speed of the wind.

Input range: `1.00` - `12.00`

## Screen Effects

Screen Effects are global moving particles that display on every player's screen.

#### FX

Changes the screen effect such as rain, dust, bubbles, etc.

<details>

<summary>Input options:</summary>

\<none>

Dust Heavy

Dust Light

Dust Medium

Embers Heavy

Embers Light

Embers Medium

Motes Heavy

Motes Light

Motes Medium

Papers Heavy

Papers Light

Papers Medium

Rain Heavy

Rain Light

Rain Medium

Retro Heavy

Retro Light

Retro Medium

Snow Heavy

Snow Light

Snow Medium

</details>

{% hint style="warning" %}
Having global Screen Effects *on* may cause issues on maps with multiple [FX-emitting objects](broken://pages/XV5mFe3bVIoMoARSSZA1) such as [Weapon Spawners](/forge/gameplay/sandbox/weapons/weapon-spawning). Turning the Screen Effects off in these cases helps prevent issues with FX overload.
{% endhint %}

## Decorators

#### Enabled

Toggles the visibility of decorators in the map. Decorators are small foliage details on the built-in canvas floor of Forge canvases.

{% hint style="info" %}
Decorators are usually disabled, as many maps aren't built directly on the canvas floor to visually benefit from them, and the performance impact of having them enabled is unknown.
{% endhint %}

## Ambient Sound

Ambient Sounds are audio loops heard throughout the map at a quiet volume.

#### Primary Sound

The primary ambient sound that plays in the map.

<details>

<summary>Input options:</summary>

\<default>

AA Gun Control Room

Banished Room

Cathedral

Distant City Busy

Distant City Quiet

Generator Room

Grasslands Active Wind

Grasslands Calm Wind

Prison Base

Prison Security Room

Scorched Earth

Ship Wreckage

Silence

Spire Room

Under Water

</details>

#### Secondary Sound

The secondary ambient sound that plays in the map.

<details>

<summary>Input options:</summary>

\<none>

Distant Battle A

Distant Battle B

Distant Thunder

Lake Water Laps

Ocean Surf

Rain Heavy

Rain Light

Rain Medium

Thunder Storm with Rain

Wind Storm

</details>

#### Reverb

The type of reverb applied to the map. Reverb can be commonly heard in the form of object impacts, gunshots and explosions.

<details>

<summary>Input options:</summary>

Exterior Open

Exterior Reflective

Interior Large

Interior Medium

Interior Narrow

</details>

{% hint style="info" %}
Reverb is a commonly overlooked option, but can help in making the map feel more realistic. Set the Reverb type based on the majority of place spaces in the map.
{% endhint %}

#### Audio Effect

The secondary ambient sound that plays in the map.

<details>

<summary>Input options:</summary>

\<none>

Helium

Space

</details>

{% hint style="info" %}
Setting an Audio Effect on a map is uncommon, as not many maps suit the theme, but they also affect all of the announcer voice lines, which sound weird.
{% endhint %}

#### Enable Preview

Toggles the playing of primary and secondary ambient sounds during Forge edit mode.

## Budget

Object placement limits and the current costs of various elements in the map. The budgets show a progress bar of how much of a specific budget has been used up. If a budget reaches 80%, a yellow warning icon shows up in the Map Options tab. If a budget reaches 100%, its progress bar turns red and a red warning icon shows up in the Map Options tab.

<div><figure><img src="/files/IlU5LcwjJOEVrRmYaK1F" alt=""><figcaption><p>Budget progress bar</p></figcaption></figure> <figure><img src="/files/ai2bqFE0oBqW3bknLanh" alt=""><figcaption><p>Progress bar turns red at 100%</p></figcaption></figure></div>

<div><figure><img src="/files/IpWXRWkzTR3AeFD7NEjT" alt=""><figcaption><p>Yellow warning symbol indicating a budget is at 80%</p></figcaption></figure> <figure><img src="/files/8nUFNMMRIKL7MjgrSTfj" alt=""><figcaption><p>Red warning symbol indicating a budget is at 100%</p></figcaption></figure></div>

#### Game Simulation

The cost of simulating entities in a networked environment, including dynamic objects, projectiles, units, actions, etc. This is separate from the additional cost of networking entities in Forge.

Budget range: `0.0%` - `100.00%`

The Game Simulation budget is the hard limit on what a map can simulate in gameplay. Dynamic objects and large scripts take up the majority of Game Simulation budget.

{% hint style="info" %}
The Game Simulation budget is also shown on the [Budget Meter](/forge/forge-basics-and-ui/forge-interface#budget-meter) in the standard Forge interface.
{% endhint %}

{% hint style="info" %}
The Game Simulation budget used by Forge Modes via Mode Brains are separate from the on-level budgets. Even maps at 95% Game Simulation can be loaded with a Forge Mode that by itself takes up over 5% Game Simulation budget.
{% endhint %}

#### Forge Simulation

The cost of simulating entities in Forge, including dynamic and static objects, prefabs, user strings, Node Graph elements, etc. This is separate from the base cost of simulating entities in a networked environment.

Budget range: `0.0%` - `100.00%`

Forge Simulation often reaches 100.00% before Game Simulation, as the interfaces for modifying objects and elements in Forge require additional resources. One way to alleviate Forge Simulation budget is to convert on-level scripts from Script Brains into a Forge Mode script within Mode Brains.

{% hint style="info" %}
The Forge Simulation budget used by Forge Modes via Mode Brains are separate from the on-level budgets. It's best practice to load as much scripting from a Forge Mode, instead of from on-level scripting in order to relieve Game- and Forge Simulation budget to use on the map.
{% endhint %}

### Forge Simulation Detail

A breakdown of the categories of the Forge Simulation budget.

#### Objects

The total percent of the Forge Simulation budget used by Object entities, including static objects and dynamic objects.

Budget range: `0.0%` - `100.00%`

#### Node Graph

The total percent of the Forge Simulation budget used by Node Graph entities, including nodes, connections, and node properties.

Budget range: `0.0%` - `100.00%`

{% hint style="warning" %}
While the budget range is up to 100.00%, players have reported not being able to load map versions with Node Graph budget in the range of 14-20%. This real limit is affected by the amount of other objects on the map, but 14-20% should be considered the 100% of the Node Graph budget on full maps.
{% endhint %}

{% hint style="info" %}
The Node Graph budget used by Forge Modes via Mode Brains are separate from the on-level budgets. It's best practice to load as much scripting from a Forge Mode, instead of on-level scripting to not run into limitations with the Node Graph budget.
{% endhint %}

#### Misc

The total percent of the Forge Simulation budget used by miscellaneous entities, including prefabs, user strings, some properties, etc.

Budget range: `0.0%` - `100.00%`

{% hint style="info" %}
[Prefabs](broken://pages/U1UVYaydcUu6pCvhD0Fz) and [Folder](/forge/forge-basics-and-ui/forge-interface/folders) names take up Forge Simulation budget, but the impact is negligible to take into consideration. If the Forge Simulation budget is at 100.00%, you may not be able to create prefabs or rename folders.
{% endhint %}

### Object Limits

Object count limits for various types of objects.

#### Static Geo

The percentage usage of the static render meshes in the map. Static objects can be composed of multiple render meshes. This is a hard limit and cannot be exceeded.

Budget range: `0.0%` - `100.00%`

#### Vehicles

The number of vehicles in the map. Does not account for vehicles created during gameplay. Includes all types of [Vehicle Spawners](/forge/gameplay/sandbox/vehicles/vehicle-spawning).

Budget range: `0` - `40` / 40

While the limit is only 40, it's a very safe limit, as the real hard limit for vehicles is 128. Some vehicles like the Scorpion and Warthog are made out of two vehicles: the mover and the turret. Creating vehicles during gameplay such as spawning players in vehicles or cloning vehicles via scripting only has the hard limit of 128 total vehicles in play.

{% hint style="info" %}
Attempting to create more than 128 vehicles won't work. If a vehicle made from two vehicles is created as the 128th vehicle, only the mover part of the vehicle will be created.
{% endhint %}

#### Reflection Volumes

The number of [Reflection Volumes](broken://pages/JkGIsjKcqpPkNfzp5sZ0) in the map. This is a hard limit and cannot be exceeded.

Budget range: `0` - `15` / 15

#### Movers

The number of movers in the map. This is a hard limit and cannot be exceeded.

Budget range: `0` - `48` / 48

{% hint style="info" %}
Only one object is known to fall into this category, being the *Vehicle Lift* [hidden object](/forge/forge-basics-and-ui/forge-interface/object-browser/hidden-forge-objects).
{% endhint %}

#### Animations

The percentage usage of animation states used by objects in the map. This is a hard limit and cannot be exceeded.

Budget range: `0.0%` - `100.00%`

{% hint style="success" %}
Never reported as being the cause of issues.
{% endhint %}

#### Physics

The percentage usage of the total Physics budget. This is a soft limit and can be exceeded, but doing so may have a negative impact on performance, and some objects may stop working correctly.

Budget range: `0.0%` - `100.00%`

{% hint style="success" %}
Never reported as being the cause of issues.
{% endhint %}

#### Collision

The percentage usage of the total Collision budget. This is a soft limit and can be exceeded, but doing so may have a negative impact on performance, and some objects may stop working correctly.

Budget range: `0.0%` - `100.00%`

{% hint style="success" %}
Never reported as being the cause of issues.
{% endhint %}

## Level Bound Probes

Settings to adjust the light probes generated by default in a map. For details on what light probes are, see [Light Probes](/forge/lighting/lighting-modifiers/light-probes).

#### Bounding Type

The bounding type determines the area where to generate light probes by default. For details about custom light probes, see [Light Probe Marker](#user-content-fn-1)[^1].

<details>

<summary>Input options:</summary>

Level

Objects

</details>

* **Level**: Light Probes are generated within the entire Forge canvas gameplay space. Only useful in maps with large skyboxes in the canvas gameplay space that need light bounce data.
* **Objects**: Light Probes are generated only within a bounding box that covers all objects placed in the map. Useful in maps built in interiors, or maps where the skybox doesn't need to have accurate light bounce data.

{% hint style="info" %}
While *Level* is the default option, *Objects* is usually recommended, as it often results in using less Light Probes, with the drawback of not having any light probes outside the invisible bounding box surrounding all placed objects.
{% endhint %}

#### Probe Spacing

Sets the distance between default light probes. For details about custom light probes, see [Light Probe Marker](#user-content-fn-1)[^1]. Lower spacing values result in more accurate lighting at the expense of increased light probe counts and [lighting build](/forge/lighting/building-lighting) times.

Input range: `1.00` - `100.00`

{% hint style="info" %}
A general good spacing to start with is 20, which can be decreased later to suit the desired lighting accuracy.
{% endhint %}

#### Probe Count

Estimated number of light probes based on the current settings across the Level Bound Probes and the [Light Probe Marker](#user-content-fn-2)[^2]. Larger probe count values result in more accurate lighting at the expense of increased [lighting build](/forge/lighting/building-lighting) times.

Value range: `0` - `14000` / 14000

## Reset

#### Reset Map Properties

Reset all map properties, such as fog, and reference colors to the default values as dictated by the Forge canvas base map.

{% hint style="danger" %}
This action cannot be undone.
{% endhint %}

#### Delete All Unlocked

Delete all unlocked objects in the map. For more details about locked and unlocked objects, see [Lock & Unlock](/forge/forge-basics-and-ui/forge-interface/folders#lock-and-unlock).

{% hint style="danger" %}
This action cannot be undone.
{% endhint %}

***

#### <mark style="color:green;">Contributors</mark>

Okom

[^1]: Link when complete

[^2]: Fix when done


# Tool Settings

{% hint style="warning" %}
This article is a stub. You can help TSG Forge Wiki by expanding it.
{% endhint %}

{% content-ref url="/pages/GM351bN7cTWtKE8mn777" %}
[Submitting Content to the Wiki](/community/contributing-to-tsg-forge-wiki/submitting-content-to-the-wiki)
{% endcontent-ref %}


# Debug Element Display Options

{% hint style="warning" %}
This article is a stub. You can help TSG Forge Wiki by expanding it.
{% endhint %}

{% content-ref url="/pages/GM351bN7cTWtKE8mn777" %}
[Submitting Content to the Wiki](/community/contributing-to-tsg-forge-wiki/submitting-content-to-the-wiki)
{% endcontent-ref %}


# Controls and Shortcuts

{% hint style="warning" %}
This article is a stub. You can help TSG Forge Wiki by expanding it.
{% endhint %}

{% content-ref url="/pages/GM351bN7cTWtKE8mn777" %}
[Submitting Content to the Wiki](/community/contributing-to-tsg-forge-wiki/submitting-content-to-the-wiki)
{% endcontent-ref %}


# Editor Modes

An overview of the Monitor, Test, and Play modes available within the Forge editor for map design and testing.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

The Forge editor provides several operational modes that allow creators to transition between building, testing scale, and full gameplay simulation.

## Monitor Mode

Monitor Mode, also called "**Forge Mode**", is most frequently used to place and adjust objects, alter their properties, create scripts, or modify map settings such as lighting and navigation meshes. This is the mode that you spawn in by default when loading into Forge on a map. While in this mode, the player functions as a floating Forge Monitor capable of flying through geometry. This mode can be entered from Play Mode using **F6**/**View** or **F5**.

## Test Mode

Test Mode transforms the floating Forge Monitor into a bipedal character that can walk on map geometry. It is primarily used to quickly assess map scale and sightlines without initiating full physics simulation. From this mode, users have the ability to transform back into Monitor Mode to continue editing. This mode is entered from Monitor Mode using **F5**/**View**.

### Simulation Limitations

In Test Mode, dynamic gameplay elements and physics are not simulated. It is intended for quickly testing out changes made in Monitor Mode before beginning a full physics simulation.

## Play Mode

Play Mode allows users to test maps in an environment where simulation, physics, and scripting are active. This mode essentially functions as a simulated Arena:Slayer match within Forge.

{% hint style="warning" %}
While the logic for simulated Arena:Slayer gameplay is accurate, it is not a perfect representation of Custom Games; some objects exist in Forge that are absent in Custom Games, and Forge does not check line-of-sight for player respawning. It is recommended to test all experiences in a real custom game before finalization.
{% endhint %}

This mode can be entered from Monitor Mode by holding **F6**/**View**.

***

## Source Data

* Discord thread: [Editor Modes](https://discord.com/channels/220766496635224065/1534016741733175297/1534016741733175297)

#### <mark style="color:green;">Contributors</mark>

Okom


# Coordinate System and Spaces

Explains the Cartesian coordinate system, axis conventions, transformation spaces, and snapping mechanics used in Halo Infinite Forge.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Halo Infinite Forge utilizes a three-dimensional Cartesian coordinate system to represent object transformations within the editor. This system defines how objects are positioned, rotated, and scaled using three perpendicular axes: X, Y, and Z.

## Transformation Gizmos and Axes

The transformation gizmos allow for precise manipulation of objects along specific dimensions. Each axis is represented by a unique color and rotation type:

* **X-axis (Red):** Represents the X dimension; rotation around this axis is referred to as **Roll**.
* **Y-axis (Green):** Represents the Y dimension; rotation around this axis is referred to as **Pitch**.
* **Z-axis (Blue):** Represents the Z dimension; rotation around this axis is referred to as **Yaw**.

These axes are utilized by the three primary transformation gizmos:

* **Position Gizmo:** Translates objects along the X, Y, and Z axes.
* **Rotation Gizmo:** Rotates objects around the X, Y, and Z axes.
* **Size Gizmo:** Scales objects along the X, Y, and Z axes.

### Shortcuts

Using keyboard modifiers and controller inputs allows for rapid switching between transformation modes:

| Mode   | Keyboard | Controller |
| ------ | -------- | ---------- |
| Move   | `Ctrl+W` | `LT`       |
| Rotate | `Ctrl+E` | `RT`       |
| Scale  | `Ctrl+R` | `LT + RT`  |

## Coordinate Spaces

Forge supports multiple coordinate spaces, which determine the reference frame used by the transformation gizmos. These settings are managed via the Movement Type and Rotation Type options.

### World Space

World Space uses the global coordinate system of the Forge environment as its reference frame. When using this mode:

* The transformation axes remain aligned with the world coordinate system regardless of object orientation.
* Transformations are applied relative to the global X, Y, and Z axes.
* This space is most effective when aligning objects in relation to the overall map layout.

### Object Space

Also known elsewhere as Local Space, this mode uses the object's own internal coordinate system as the reference frame:

* The transformation axes follow the object's rotation.
* Transformations are applied relative to the object's current orientation.
* Rotating an object will change the direction of its local transformation axes.

### Camera Space

Camera Space is a rotation mode that uses the editor camera's orientation as the reference frame:

* The rotation axes align with the viewing direction of the editor camera.
* The Rotation gizmo orientation changes dynamically based on the current camera view.
* This mode is useful for making rotation adjustments relative to your specific perspective.

## Rotation System

Object rotation in Forge is represented using Euler angles, where an object's orientation is defined by three separate rotations around the X (Roll), Y (Pitch), and Z (Yaw) axes. These values can be adjusted manually via the Rotation gizmo or through angular snapping.

{% hint style="info" %}
For most forging tasks, applying standard snap values facilitates easier manipulation: use a **1/8'** Movement Snap, **15°** Rotation Snap, and **1/8'** Scaling Snap.
{% endhint %}

## Grid Snapping

The snapping system allows transformations to occur in predefined increments. Note that Forge snapping is relative; it applies changes from the object's current transformation rather than aligning to absolute world coordinates or fixed values.

### Position and Size Snapping

Both position and size scaling support several distance intervals:

* `<none>`
* `0.001'`
* `1/8'`
* `1/4'`
* `1/2'`
* `1'`
* `2'`
* `4'`
* `8'`
* `16'`

{% hint style="warning" %}
If you find that dragging the axes does not move, scale, or rotate your object as expected, it may be because the current snapping value is too high. You must drag the axis far enough to reach the next snap threshold before any change is visible.
{% endhint %}

### Rotation Snapping

Rotation increments can be adjusted using the following angular intervals:

* `<none>`
* `1/2°`
* `1°`
* `5°`
* `15°`
* `30°`
* `45°`
* `60°`
* `90°`
* `180°`

#### Relative Behavior

Because snapping is relative to the object's current state, position snaps move an object by increments from its *current* location, size snaps change dimensions based on *current* scale, and rotation snaps apply angular changes from the *current* orientation. Snapping does not automatically align objects to absolute world-space coordinates or specific fixed rotations.

***

## Source Data

* Discord thread: [Coordinate System and Spaces](https://discord.com/channels/220766496635224065/1534049250428715021/1534049250428715021)

#### <mark style="color:green;">Contributors</mark>

Okom


# Working With Objects


# Saving Assets

Saving assets in Forge is an essential part in retaining the progress you've made. From forge you can save a map, prefab or a mode.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Retaining progress through the creation of assets is essential for any creator working within the Forge editor.

## Saving Maps

To save a map, users have two primary options: performing a quicksave or creating a save with a custom note. A quicksave can be performed using **Ctrl+S** or by holding **Y (Hold) → Quicksave**, which adds an entry to the version history labeled "Quicksave." To create a save with a custom description, users must open the start menu, select "Save Map," input a version note (up to 265 characters), and press Confirm.

The Start Menu can be accessed at any time using **Esc**/**Menu**, unless while in the node graph on keyboard, when the start menu can be opened with **F1**.

### File Size Constraints

Maps have a maximum file size limit of 10.00 MB. If an attempt is made to save a map that exceeds this limit, a "Maximum file size exceeded" error message will appear. This notification displays the current file size and instructs the player to reduce either the object or scripting content on the map.

<figure><img src="/files/Y3xdHM5e28pYIbEIiZVL" alt="Map save failed error message"><figcaption></figcaption></figure>

## Prefabs and Modes

### Saving Prefabs

To save a prefab, the user must select an existing prefab while in Monitor Mode and use **E (Hold)** or **X (Hold) → Save Prefab**. Like maps, prefabs are limited to a maximum file size of 10.00 MB. If the limit is exceeded, the saving process will not complete, though no error message is communicated to the player.

### Saving Modes

The process for saving modes is similar to that of prefabs with one specific requirement: all objects making up the mode must be dynamic and contain a Mode Brain. When these conditions are met, the "Save Prefab" option changes to "**Save Mode Prefab**."

{% hint style="info" %}
Modes created in Forge are frequently referred to as "Forge Modes" or even "Mode Prefabs."
{% endhint %}

Modes also have a maximum file size limit of 10.00 MB; if this is exceeded, the save will fail without an error notification. When saving particularly large modes, the process may take tens of seconds and can trigger server-side lag that results in multiple identical versions being saved (sometimes upwards of 15). In these instances, the latest version after the surge should be utilized.

***

## Source Data

* Discord thread: [Saving Assets](https://discord.com/channels/220766496635224065/1534024671568334978/1534024671568334978)

#### <mark style="color:green;">Contributors</mark>

Okom


# Forge Terminology

A comprehensive guide to the terminology used by creators and players within the Halo Forge ecosystem.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

This article provides a glossary of terms relevant to working in Halo's level editor, covering foundational concepts, scripting logic, community vocabulary, and referring to obscure objects.

## Essential Forge Concepts

* **Forge:** The level editor used in Halo games to create maps, prefabs, and scripted elements
* **Forger:** A person who creates content using Forge
* **Map:** A level that players can play on.
* **Mode/Game Mode:** A mode that is loaded alongside a map. A predefined ruleset that defines the objectives and gameplay mechanics of match.
* **Prefab:** A group of two or more objects that can be saved and shared with other creators.

### Scripting Terminology

* **Node Graph:** The node-based visual scripting interface of Halo Infinite's Forge. Very similar to UE5's Blueprint visual scripting graph. All forge scripting is done within the Node Graph.
* **Node:** A visual building block in the Node Graph that performs a specific operation or represents a piece of data. Nodes are connected together to define logic, data flow, or behavior.
* **Script Brain/Mode Brain:** A Forge object that contains the Node Graph. One Script Brain can hold 128 nodes and 512 connections between nodes.

## Creator Vocabulary and Objects

The following terms represent common vocabulary used by players and creators during map construction and within community discussions.

* **HDS:** Halo Design Set. A category of simple objects used in the blockout stage of a map, or for primitive shapes in general like cubes or spheres. These objects have a corner origin point.
* **Primitives:** Objects in the "Primitives" category in Forge, which are similar to the Halo Design Set objects in their purpose, but have a central origin point.
* **Blockers:** Invisible cube objects that are used for map containment. One-way, projectile-blocking, universal, team-based, vehicle-only, and player-only variants are available.
* **TI-terrain:** Terrain objects that inherit the terrain material and texture from the Forge Canvas terrain.
* **The Browser:** The UGC browser where players can browse published forge content from within the game.
* **Red-racked:** In reference to an item spawner—often a Weapon Rack—having the Spawn Logic set to "Dynamic (Expired)", or the Max Deployed-setting as "1.00", resulting in the item spawner's incoming timer display turning red the instant the item is picked up, and only beginning the blue timer progress towards the next spawn once the picked up item has been despawned.
* **Callout:** A named location on a map created by a Named Location Volume.
* **Intro/Outro Cameras:** The map-specific camera views that display at the start or end of a game.

### Specialized and Obscure Objects

The following entries refer to specific objects used within Forge for unique visual effects or structural purposes.

* L**eaks B:** A colorable decal found in `Decals → Editable → Leaks B` that looks like a liquid leak. The object was the first of its kind, and thus gained high popularity among forgers. [Read more](/forge/forge-basics-and-ui/forge-interface/object-browser/hidden-forge-objects#leaks-b).
* **Forerunner Inquisitor Door/Forerunner Window:** A forerunner door object that looks like a window frame with some forerunner lines in the window, found in `Accents → Forerunner MP → Forerunner Door Inquisitor MP`. Forgers have used this object to make better looking windows than what the regular glass objects can illustrate.
* **Forerunner Platform:** A nearly rectangular forerunner object found in `Accents → Forerunner → Forerunner Platform 12 x 04 x 56` that has a unique, largely scaled, tiling forerunner texture, which forgers have used to make large forerunner textures that aren't normally possible in a budget-efficient way.
* **Argyle Lift:** A hidden Banished Gravity Lift object that was first found on the developer-made Forge map "Argyle". The lift features a unusually tall gravity lift effect. [Read more](/forge/forge-basics-and-ui/forge-interface/object-browser/hidden-forge-objects#argyle-lift).

***

## Source Data

* Discord thread: [Forge Terminology](https://discord.com/channels/220766496635224065/1534038657269371060/1534038657269371060)

#### <mark style="color:green;">Contributors</mark>

Okom


# Layout

Topics about using the Forge tool efficiently to create geometry and visual art for a level.

The Layout section focuses on the geometry and visual art of a level. As the design of each map is largely a creative process by the Forger, this section will focus on building up the knowledge required to use the Forge tool smartly in order to build out your level experience.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Level Design</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/eTWZmdi02kvDger5SYRv">/pages/eTWZmdi02kvDger5SYRv</a></td></tr><tr><td>Level Art</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/SOPM2txi2hsrFLabTVXz">/pages/SOPM2txi2hsrFLabTVXz</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Level Design

Learn the fundamentals of designing functional, readable, and engaging levels in Halo Infinite's Forge.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

While Halo Infinite is an arena shooter, players can build a wide variety of experiences beyond standard competitive maps using the Forge suite. From campaign scenarios to minigames, the tools allow for immense creativity in layout and mechanics.

## Prototyping with Blockouts

A blockout—also known as a greybox, whitebox, or prototype map—is the first playable version of a level, constructed using simple geometric shapes rather than finished art. The primary goal of a blockout is to test gameplay functionality instead of focusing on final visual aesthetics.

For building a simplified palette during the prototyping phase, it's recommended to use objects from the Halo Design Set and Primitives categories within the Object Browser:

* Cube: `Floors → Floor Half B`
* Triangle: `Floors → Floor Angled Standard A`
* Cylinder: `Primitives → Cylinders → Primitive Cylinder`
* Sphere: `Primitives → Spheres → Primitive Sphere`

## Iterative Design Workflow

### Build Fast and Refine Later

To realize layout ideas quickly, it is best to create rough geometry that can be easily discarded without significant wasted effort. This initial phase is sometimes called a "slopout," as the focus is on testing whether an idea works rather than achieving refinement.

Once a rough layout has been tested and found functional, the map should be rebuilt using aligned objects and standard metrics. While this rebuilding process takes more time, it ensures a strong foundation for the level; failing to observe standard spacing and metrics during the prototyping stage can make subsequent refining much more difficult.

## Designing for Halo

### Geometry and Scale

* **Shape Language:** When designing routes and rough geometry shapes in your blockout or slopout, keep the shape language of your intended theme in mind.
* **Inclines:** For developer-standard maps, inclines should be no steeper than 26.5 degrees whenever possible.
* **Pivot Points:** When building at non-90 degree angles, changing the pivot point for position and rotation allows you to continue building as if you were on a "standard" angle.
* **Rotating Large Objects:** If an object or prefab is not situated at 0,0,0 rotation, spawn in a primitive cube to use as an anchor while rotating the target object.
* **Halo Design Set objects:** These objects are designed with proper scale and angles for developer-made maps. While items like doorways or ramps can be used out of the box without scaling, all objects can and should be scaled if your map requires it.
* **Scale Markers:** Use the Player Scale Object from the HDS category as a marker for the correct scale and shape of your map. Making this object a bright color ensures it remains visible across various light levels and environments.
* **Engagement Testing:** To test the Red Reticle Range (RRR) of your map's scale, place fusion coils in various areas to ensure players can engage targets at appropriate distances with their reticles lighting up correctly.

### Asset Placement and Visual Clarity

* **Weapon Racks:** Ensure weapon racks are set at a proper height above the ground using official weapon rack mounts.
* **Pad Placement:** Unless specific to a gamemode, keep all grenade, equipment, and weapon pads firmly on the ground (players should be able to obtain them simply by walking over them) rather than placing them on walls; use racks for wall-mounted items instead.
* **Color Differentiation:** Use different colors during the blockout stage—such as unique colors for floors, walls, and cover/doorways—to help players visually distinguish geometry without thinking about it. Assign specific colors to certain wall areas to establish easy callouts (e.g., "red room" or "yellow hall").

## Technical Guidance

### Efficiency Tips

* **Material Swatches:** If an object has multiple material swatches but you only need one, set the desired material and then change the others to "Blank" to save time.
* **TSG Prefabs:** To reduce development time, make use of official [tsg sandbox](https://www.unggoy.xyz/prefabs/ad30a5dd-6fd7-44fb-ad21-f2295834cbca) and [tsg gamemodes](https://www.unggoy.xyz/prefabs/ad30a5dd-6fd7-44fb-ad21-f2295834cbca) prefabs which provide correctly configured objects for sandbox and gamemode setup.

### Volume Management

* **Named Location Volumes:** Use a volume with a generic name, such as "Outside," to cover entire playable spaces and fill awkward vertical areas or gaps.
* **Volume Boundaries:** In Named Location Volumes, set the boundaries to `Show = On` so you can physically see any gaps in your work and ensure all required areas are covered and named correctly.

***

## Source Data

* Discord thread: [Level Design](https://discord.com/channels/220766496635224065/1534355827551637636/1534355827551637636)

#### <mark style="color:green;">Contributors</mark>

Okom\
Igrizhar


# Metrics

Standardized measurements for player movement, geometry, and map dimensions in level design.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

In the context of level design, metrics refer to the proportions and distances within gameplay spaces. Maintaining a baseline knowledge of these standard values is important so that environment scaling and character movement feel correct during play.

## Level Geometry Metrics

The following measurements are key dimensions for designing geometry in Halo Infinite:

### Character and Jump Heights

* Player height: 11.25 units
* Crouch height: 9 units
* Jump height: 9.5 units
* Crouch jump height: 11.5 units
* Clamber height: 16 units
* Jump distance: 34 units
* Sprint jump distance: 40 units

### Navigation and Pathways

Because Halo features more "floaty" movement than other arena shooters, pathways on maps are usually a bit wider than usual, and doorways tend to be taller.

* Normal player pathway: 16 units
* Narrow player pathway: 8 units
* Vehicle pathway: 32 units

## Map Scaling Guidelines

Scaling is used as a guideline to determine the size of space required based on intended player counts. As maps that are too small or too large can be easily noticed during gameplay, the following dimensions have been universally tested as ideal sizes:

* **4v4:** `450 x 340 x 100`
* **8v8:** `900 x 600 x 160`
* **12v12:** `1100 x 750 x 200`

{% hint style="info" %}
While these guidelines assume rectangular boundaries, if the ratio of a map is changed (such as making it shorter), the width should be increased to maintain equivalent volume.
{% endhint %}

***

## Source Data

* Discord thread: [Metrics](https://discord.com/channels/220766496635224065/1534418014441570456/1534418014441570456)

#### <mark style="color:green;">Contributors</mark>

Okom


# Movement and Player Character Info

{% hint style="warning" %}
This article is a stub. You can help TSG Forge Wiki by expanding it.
{% endhint %}

{% content-ref url="/pages/GM351bN7cTWtKE8mn777" %}
[Submitting Content to the Wiki](/community/contributing-to-tsg-forge-wiki/submitting-content-to-the-wiki)
{% endcontent-ref %}

Units in this table are Halo World Units. 1 WU = 10 Units in the Infinite Forge UI.

| Attribute             | Halo 1-3 | Halo Reach & 4 | Halo Infinite |
| --------------------- | -------- | -------------- | ------------- |
| Walking Speed         | 0.512    | 0.512          | 0.56          |
| Run Forward           | 2.25     | 2.2            | 2.6           |
| Run Backward          | 2        | 1.98           | 2.34          |
| Run Sideways          | 2        | 1.98           | 2.34          |
| Run Acceleration      | 9.6      | 8.5            | 11.6          |
| Sneak Forward         | 0.9      | 0.9            | 1.35          |
| Sneak Backward        | 0.65     | 0.81           | 1.22          |
| Sneak Sideways        | 0.6      | 0.81           | 1.22          |
| Sneak Acceleration    | 1.05     | 6.5            | 9             |
| Airborne Acceleration | 1.05     | 1.05           | 1.05          |
| Jump Velocity         | 3.08     | 2.3 (H4: 2.36) | N/A           |

| Camera Height    | Halo 1-3 | Halo Reach & 4  | Halo Infinite |
| ---------------- | -------- | --------------- | ------------- |
| Standing         | 0.62     | 0.6 (H4: 0.725) | N/A           |
| Crouching        | 0.45     | 0.42 (H4: 0.5)  | N/A           |
| Standing Height  | 0.725    | 0.6             | N/A           |
| Crouching Height | 0.5      | 0.42            | N/A           |

Note: N/A indicates that the value is not applicable or not available for that particular Halo game.

***

#### <mark style="color:green;">Contributors</mark>

Kwatzy\
Captain Punch


# Planning The Location And Orientation of Your Map

Planning the position and orientation of your map while keeping in mind how fixed canvas elements affect the map can save a lot of time

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Visualizing a level's final appearance before construction begins can prevent significant time and frustration during the building process. Understanding how fixed canvas elements interact with your objects allows for more efficient map design.

## Benefits of Pre-Build Planning

The forge canvases in Halo Infinite contain static elements that cannot be adjusted, necessitating careful planning to avoid undesired outcomes. Not accounting for these features early on can lead to unexpected side effects or make it difficult to resolve issues once hundreds of objects have already been placed across the map. Knowing these limitations helps in positioning and orienting a map to take maximum advantage of existing canvas assets.

## Environmental and Visual Composition

### Skybox Framing

If a map is built on any forge canvas other than Void or Ecliptic, it will feature an expansive skybox vista. Forgers can utilize this free visual content by positioning the map so that elements in the skybox frame the gameplay area within the intended art theme. A common technique used on the Arid canvas involves orienting the map so that the large Halo Ring in the skybox acts as a "hero piece" for the composition of views from the gameplay area.

### Global Reflection

All forge canvases include a "global reflection," which serves as the default reflection for the entire map. This reflection is an image captured from the XYZ coordinate `(0, 0, 1000)` and is applied to all reflective surfaces that have not been overridden by a custom reflection.

Because this point is fixed at `(0, 0, 1000)`, its position relative to your gameplay area is crucial for visual accuracy—especially on maps featuring large water planes extending into the skybox. Having the `(0, 0, 1000)` coordinate near the ideal viewing point of a water vista will ensure the reflections appear accurate from that perspective. Conversely, if the global reflection point ends up inside a building because the map was not designed with it in mind, any reflective surface (such as an outdoor waterbed) would display the interior of that building, which is unideal.

#### Altering the Global Reflection

By placing custom textures around `(0, 0, 1000)`, forgers can change the default reflection used across the entire map. Manipulating this texture can save significant time by reducing the need for manual Reflection Volume placement throughout a level; often, adjusting this default reflection may be all the reflection work required on the map.

### Canvas Terrain Texture

All forge canvases except Void and Ecliptic feature a custom terrain texture from the canvas terrain that is utilized by TI terrain objects. Visualizing what the terrain layout of your map could look like during the planning phase allows forgers to build their map around a suitable section of the texture, making it much easier to create realistic terrain paths and blending with minimal effort.

## Boundaries and Flow

### Soft Kill Zones

Each forge canvas is sized `4000 x 4000 x 1500`, with the floor located at `(0, 0, 500)`. The immediate area beyond these bounds contains a soft kill boundary and a soft barrier that pushes players back into the gameplay area. These soft barriers cannot be recreated in Forge, but they can serve as a desirable form of player containment since encountering them is not like hitting a wall—it is more like hitting a cushion. Planning map boundaries—particularly upper ceilings—around these zones can make the limits of the map feel less jarring to the player.

### Water Flow Direction

The direction of water flow is fixed toward the South cardinal direction on all forge canvases and cannot be changed by wind settings.

To determine which way is South, enter Test Mode in Forge and observe your motion tracker or Assault Rifle ammo counter. The arrow indicates North; therefore, South is the opposite of that direction. {% endhint}

***

## Source Data

* Discord thread: [Planning Map Position and Orientation](https://discord.com/channels/220766496635224065/1534368079704883230/1534368079704883230)

#### <mark style="color:green;">Contributors</mark>

Okom


# Terrain

The way to create terrain in Forge is with individual, preset terrain objects. These terrain objects come in various shapes that can be combined to create various shapes of terrain.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Landscaping in Forge is achieved by combining individual, preset terrain objects of various shapes. Creating complex landforms often requires a careful visual assessment to determine which pieces can be effectively used together to form specific shapes and features.

## Composition and Placement

Because landscapes are built from many distinct, shaped pieces rather than as a single mesh, the process can be tedious. Achieving natural-looking terrain requires significant effort in selecting and placing objects so that their silhouettes transition smoothly into one another.

## Object Variants

Terrain objects fall into two categories: normal objects and TI (Terrain Inherited) objects. These variants serve different aesthetic purposes and have distinct technical behaviors.

### Normal Objects

Normal terrain objects allow for customization of both material and color, similar to many other Forge objects. A key feature of these objects is the inclusion of three material slots (swatches). Creative use of these swatches can create well-blended pathways, as some swatches are designed with smooth transitions between them.

### TI (Terrain Inherited) Objects

TI terrain objects inherit their material and texture directly from the canvas terrain's current texture at that location. Unlike normal objects, they cannot be manually adjusted for color or material. When a TI object is moved to a different position on the map, its appearance changes because it displays whatever part of the underlying canvas texture exists at those new coordinates.

{% hint style="warning" %}
Using TI terrain presents specific challenges:

* Blending them into non-TI environments can be difficult since finding an exact material match for the inherited texture is complex.
* Map design must account for the fixed nature of the canvas terrain, as its texture patterns are locked in position and cannot be moved or changed.
  {% endhint %}

***

## Source Data

* Discord thread: [Terrain](https://discord.com/channels/220766496635224065/1534326125277347932/1534326125277347932)

#### <mark style="color:green;">Contributors</mark>

Okom


# Level Art

Applying art to a level usually comes after the layout of the level is finished and no major changes are needed.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

The art phase transforms functional layouts into immersive environments through detailed object placement and stylistic cohesion.

## Timing and Development Workflow

Standard practice for level design involves beginning the arting process only after the layout has been tested and no major structural changes are required. This sequence allows artists to conceptualize a cohesive theme that fits the entirety of the map's geometry.

While minor adjustments—such as modifying routes or creating holes in walls—may occur during the art phase, these should be done with careful consideration for the visual impact they create.

{% hint style="warning" %}
Layout changes made after the arting process has begun can require significant effort to rectify surrounding visual assets and decorations.
{% endhint %}

Some creators choose to begin arting during the initial design phase to save time if their layout skills are highly confident; however, this is not the standard approach. Designing art early in a project carries the risk of becoming emotionally attached to complex visual work that may eventually need to be removed or extensively reworked due to necessary layout changes, which makes removing those parts of the map more difficult.

## Arting in Forge

Creating level art within Forge primarily involves "kitbashing," which is the practice of constructing large, complex assets by combining multiple pre-made objects (or kits) rather than building every element from scratch. While artists are limited to the available library of thousands of themed objects, Halo Infinite's Forge is the best in the franchise for kitbashing. Specifically, the ability to scale objects and modify materials has allowed Forge maps to achieve a level of detail that rivals professional development environments.

### Kitbashing and Asset Composition

By utilizing the object palette creatively, artists can manipulate and combine individual parts to build unique environmental features. This technique allows for a high degree of customization even when working within the constraints of pre-existing assets.

#### Palettes and Beauty Corners

To maintain visual consistency, artists often develop "art palettes." These are collections of objects that define the specific style of the map and provide an easy way to duplicate essential elements throughout the level.

In addition to palettes, artists often create small sections of the map known as "beauty corners." These serve several purposes:

* Validating the intended art direction early in development.
* Establishing quality benchmarks for the rest of the level.
* Communicating the final visual vision to other team members working on the map.

<figure><img src="/files/B7yq6Ep9VUQp64UN88Uu" alt="Art palette image"><figcaption><p>An example of a beauty corner.</p></figcaption></figure>

***

## Source Data

* Discord thread: [Level Art](https://discord.com/channels/220766496635224065/1534359617570734080/1534359617570734080)

#### <mark style="color:green;">Contributors</mark>

Okom


# Spawning

Topics about player spawning in Halo Infinite, and how to influence it.

The Spawning section focuses on the different ways players can spawn on a level, and how the player spawning parameters can be influenced.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Initial Spawning</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/90vAhWk0TsP7cCLPcod6">/pages/90vAhWk0TsP7cCLPcod6</a></td></tr><tr><td>Respawning</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/vOUOn4QsvOOKedG7E0pK">/pages/vOUOn4QsvOOKedG7E0pK</a></td></tr><tr><td>Spawn Influence</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/WNAwBOmoHjAJzdaoWuuH">/pages/WNAwBOmoHjAJzdaoWuuH</a></td></tr><tr><td>Spawn Order</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/x8ndrrRI6cRmvm98NeBM">/pages/x8ndrrRI6cRmvm98NeBM</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Initial Spawning

Topics about initially spawning on a level in Halo Infinite.

The Initial Spawning section focuses on the different ways of initially spawning on a level, what are the properties of each associated Forge object and best practices.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Team Intro Spawns</td><td><a href="/files/HJQeA6LXBQgpZEa0fjW3">/files/HJQeA6LXBQgpZEa0fjW3</a></td><td><a href="/pages/JWFX6nBoUCutxd8GESWv">/pages/JWFX6nBoUCutxd8GESWv</a></td></tr><tr><td>Initial Spawn Points</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/JPFBhprMVlgiJtAoSDhS">/pages/JPFBhprMVlgiJtAoSDhS</a></td></tr><tr><td>Backup Spawn Points</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/ob2rArwoIrTHadtR5EfE">/pages/ob2rArwoIrTHadtR5EfE</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Team Intro Spawns

Team Intro Spawns are used to spawn players in at the beginning of a round in team-based modes. One Team Intro Spawn object can spawn in a squad of four players.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Team Intro Spawns facilitate player entry at the beginning of a round in team-based modes. A single object can spawn one squad containing up to four players; if a team requires more than four starting players, multiple Team Intro Spawn objects must be placed for that team.

## Variants and Layouts

The Team Intro Spawn object is available in three variants:

* Team Intro Arrow Front
* Team Intro Arrow Left
* Team Intro Arrow Right

The suffix of the variant determines where the intro animation camera concludes after showcasing all players. Additionally, different variants utilize distinct spawn patterns for the four initial players; the "Front" variant uses an "A" shape, while the "Left" and "Right" variants use a horizontal line configuration.

<figure><img src="/files/nSiv9JmIVTKNqmMk0r5z" alt="Team Intro Spawn variants"><figcaption><p>The three variants determine both spawn shapes and final camera positions.</p></figcaption></figure>

## Placement Guidelines

### Camera Visibility

These spawns should be placed within the starting area of a team's base and serve only as initial spawn locations, not for respawning. Because the intro sequence follows a fixed path, all space between the spawn points and the camera must remain clear of geometry to avoid visual clipping. The camera maintains a distance of 20 units in front of the "Front" variant and 15 units to the side for the "Left" and "Right" variants.

<figure><img src="/files/cppBGVoJkja7Q3l5NLWc" alt="Geometry blocking camera"><figcaption><p>Geometry can partially block visibility of the camera during a Team Intro sequence.</p></figcaption></figure>

<figure><img src="/files/S7CiUuDPPyPSavXxTqgx" alt="Camera view end"><figcaption><p>This shows the final camera view at the end of an intro sequence.</p></figcaption></figure>

### Height and Surface Interaction

Spawn points may intersect the ground by up to 1.5 units without preventing players from spawning correctly; however, placing them deeper than 1.5 units into the ground will cause them to be blocked. If a player is unable to spawn on their designated point, they are relocated to a [Respawn Point](/forge/spawning/respawning/respawn-points).

If an object is floating or placed on uneven terrain, players will land on the nearest surface beneath them rather than remaining suspended in the air.

{% hint style="warning" %}
When working with uneven ground where some spawns may be floating, prioritize the placement of the final camera view over spawn point height to ensure all players are fully visible in the intro sequence.
{% endhint %}

<figure><img src="/files/VzXRSM7ezm1fmIvzz2gI" alt="Spawn point under ground"><figcaption><p>A spawn point located up to 1.5 units below ground still allows players to spawn correctly.</p></figcaption></figure>

<figure><img src="/files/YZqMN41eILs6hLdE4nnU" alt="Uneven surface spawning"><figcaption><p>Players who spawn from an object on uneven terrain will land on the nearest available surface.</p></figcaption></figure>

## Orientation and Properties

### Rotation Constraints

The Team Intro Spawn should only be rotated on the Yaw axis to determine which direction it faces. Rotating the object on the Pitch or Roll axes can cause the player's camera to be disoriented immediately upon spawning.

#### Property Settings

For a standard setup, use the following property configurations:

* **Team:** Neutral (irrelevant).
* **Team Designator:** (user-defined) Determines which Team is spawned.
* **Squad:** (user-defined) Determines the order of the Team Intro Spawn. "Alpha" is the first sequence and serves as the standard setting when only one object per team is utilized. If multiple objects are used for a single team, ensure Squad properties are unique and set in ascending order, such as Alpha, Bravo, Charlie.

***

## Source Data

* Discord thread: [Team Intro Spawns](https://discord.com/channels/220766496635224065/1536530672829603851/1536530672829603851)

#### <mark style="color:green;">Contributors</mark>

Okom


# Initial Spawn Points

Initial Spawn Points determine where players begin a round, primarily within Free-For-All game modes.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Initial Spawn Points are used to place players at the start of a match, most commonly in Free-For-All game modes. In 4v4 team matches where valid Team Intro Spawns have not been configured, players will default to these Initial Spawn Points first, falling back to Respawn Points only if no other spawn options remain.

## Placement and Spacing

Initial Spawn Points should be situated along the outer edges of a map and placed at equal distances from one another. If a spawn point is positioned so that it appears to be floating, players will not hover in mid-air; instead, they will land on the nearest available surface.

### Camera Distance Requirements

To ensure proper presentation during the third-person intro animation sequence, there should be a minimum of 24 units of clear space in front of the Initial Spawn Point. This prevents the camera from being positioned too close to the player and ensures the entire character model is visible. Placing a spawn point directly against a wall can result in an obstructed view where the player cannot see their full model, and it may cause the player to immediately collide with geometry upon spawning.

<figure><img src="/files/XyL1fzLv19um2iKX4rtK" alt="Initial spawn with no wall in front of it"><figcaption><p>The player spawns into a clear area without any walls or obstacles immediately ahead.</p></figcaption></figure>

<figure><img src="/files/Qn8mRGmH3Z3S00F3TNbx" alt="Initial spawn with a wall 8 units in front of it, showing the player too close to the camera"><figcaption><p>A wall placed only eight units from the spawn point causes the third-person camera to appear too close to the character model.</p></figcaption></figure>

## Configuration and Orientation

### Rotation and Axis Settings

The Initial Spawn Point should be rotated exclusively on the Yaw axis, which dictates the direction the player faces upon spawning.

{% hint style="warning" %}
Players may experience disorientation if rotation is applied to the Pitch or Roll axes, as this causes the camera to appear tilted immediately after spawning.
{% endhint %}

### Node Properties

For a standard setup, an Initial Spawn Point should utilize the following properties:

* **Team:** Neutral
* **Order:** 2
* **Ignore Danger:** Off
* **Ignore LoS:** Off

Setting the Order value to 2 ensures that these points are not prioritized over Team Intro Spawns, as they possess a higher spawn order.

## Amount

There should be at least 8 Initial Spawn Points for a standard Free-For-All setup, and 12 for a standard Infection and Last Spartan Standing setup.

***

## Source Data

* Discord thread: [Initial Spawn Points](https://discord.com/channels/220766496635224065/1535806666199535757/1535806666199535757)

#### <mark style="color:green;">Contributors</mark>

Okom


# Respawning

Topics about respawning on a level in Halo Infinite.

The Respawning section focuses on the different ways of respawning on a level, what are the properties of each associated Forge object and best practices.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Respawn Points</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/sI8JdCbRiAO6QX5z65W1">/pages/sI8JdCbRiAO6QX5z65W1</a></td></tr><tr><td>Reviving a Player</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/CA169GHoVErtSFlGHk35">/pages/CA169GHoVErtSFlGHk35</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Respawn Points

Objects used to spawn players after death or as a fallback for initial spawning if no other valid spawn points exist.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Respawn Points are primarily used to spawn players after they have died during a match. They can also serve as fallback points for initial spawning if the map does not feature remaining Team Intro Spawns or Initial Spawn Points.

## Placement and Orientation

Respawn Points should be placed around the outer edges of the map, mostly within each team's safe spawning areas. Some spawn points may also be placed on the edges of the map's middle divider; these are useful when spawns at the back of a base are unsafe due to enemy presence. Most players will naturally gravitate toward the safest areas rather than those in the middle divider.

When placing Respawn Points, ensure they do not cause players to encounter sudden unexpected actions within a second of running forward from the spawn. Players often attempt to continue gameplay immediately upon spawning and may be unable to react to events like falling off a ledge or hitting a wall directly in front of them if the spawn is positioned poorly.

Additionally, avoid floating respawn points. While players will spawn in the air and land on the nearest surface if a point is floating, this behavior should be avoided to ensure players spawn directly on the ground.

### Orientation

The Respawn Point should only ever be rotated on the Yaw axis, which determines the direction the player faces upon spawning. The object should not have rotation applied to the Pitch or Roll axes; doing so will rotate the player's camera in those directions immediately upon spawning, which is disorienting.

## Configuration and Quantity

For a standard setup, Respawn Points should utilize the following properties:

* **Team:** Neutral
* **Order:** 0
* **Ignore Danger:** Off
* **Ignore LoS:** Off

These settings allow the Respawn Point to be used by all teams without hardcoded spawn weighting. When configured this way, the game will automatically select the safest Respawn Point based on [Spawn Influence](https://wiki.thescriptersguild.com/forge/spawning/spawn-influence) at the moment of respawn.

### Recommended Amounts

The required number of Respawn Points varies based on map size and intended player count. Providing enough points scattered in safe spaces ensures players have sufficient options to spawn away from enemies:

* 2v2: 30–50
* 4v4: 50–80
* 8v8: 80–120
* 12v12: 120–180

***

## Source Data

* Discord thread: [Respawn Points](https://discord.com/channels/220766496635224065/1535813880364666880/1535813880364666880)

#### <mark style="color:green;">Contributors</mark>

Okom


# Reviving a Player

Learn how to enable and configure player reviving mechanics, including manual orb activation and auto-revive settings.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

While modes like Attrition or Firefight: King of the Hill have native revival systems, any custom game mode can be configured with these mechanics. This replaces the standard respawn cycle with a system where dead players drop Revive Orbs for teammates to activate.

## Enabling Reviving

To enable the reviving mechanic and override standard respawning functionality, navigate to `Health & Damage → Team Revive` in the settings of the desired game mode and apply a value other than "None".

Enabling this functionality adds an additional win condition: if all players on one team are dead and can no longer be revived, the round will end.

### Auto-revive

Auto-revive allows players to be automatically revived after they have been dead for a specific duration. This is enabled by navigating to `Health & Damage → Auto-Revive` in the game mode settings.

* The duration before an automatic respawn can be adjusted using the `Auto-Revive Timer`.
* Players who are automatically revived will spawn on a [Respawn Point](/forge/spawning/respawning/respawn-points) rather than at the location of their Revive Orb.

## Respawning and Map Requirements

When manual reviving is enabled, players who die drop a **Revive Orb**. A teammate can activate this orb to respawn the player at the position where the orb was dropped.

{% hint style="info" %}
Maps intended for game modes using Revive Orbs should include enough [Respawn Points](/forge/spawning/respawning/respawn-points) to match the maximum intended player count. This is because if multiple players trigger an auto-revive at once (such as when progress in Firefight: King of the Hill triggers a set change), they may attempt to fill multiple respawn points simultaneously.
{% endhint %}

***

## Source Data

* Discord thread: [Reviving a Player](https://discord.com/channels/220766496635224065/1536542239134589098/1536542239134589098)

#### <mark style="color:green;">Contributors</mark>

Okom


# Backup Spawn Points

An overview of the functionality of Backup Spawn Points and why they can cause issues with Nav mesh or spawning.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Backup Spawn Points are objects intended to ensure players or the Forge monitor always have a spawn location, though their inclusion in the Forge menu is likely an accident and they can cause unintended consequences during map editing.

Despite the object being able to be selected from the Forge Menu, it is rumored that it was accidentally left in the retail Forge Menu for players to use on their map, when it was never supposed to have been left there. This is backed up by the fact that any extra Backup Spawn Points placed on the map serve no purpose on a regular map experience; while they can technically be used as fallbacks to Respawn Points, they should not be used at all because they realistically serve no purpose in custom games.

## Invisible Backup Spawn Points

On each map there is at least one invisible Backup Spawn Point object which can't be seen, selected nor deleted by the player. These are placed by 343 to prevent the player or Forge monitor from not being able to spawn on the map after deleting every object on the map.

### Positioning

Here are the positions of each invisible Backup Spawn Point on the listed maps that have been reverse-engineered:

<details>

<summary>All maps built on Forge canvases</summary>

* `0, 0, 505`
* `0, 0, 700`
* `0, 0, 1400`
* `0, -1450, 505`
* `0, -1450, 700`
* `0, -1450, 1400`
* `0, 1450, 505`
* `0, 1450, 700`
* `0, 1450, 1400`
* `-1450, 0, 505`
* `-1450, 0, 700`
* `-1450, 0, 1400`
* `1450, 0, 505`
* `1450, 0, 700`
* `1450, 0, 1400`
* `-1450, -1450, 505`
* `-1450, -1450, 700`
* `-1450, -1450, 1400`
* `-1450, 1450, 505`
* `-1450, 1450, 700`
* `-1450, 1450, 1400`
* `1450, -1450, 505`
* `1450, -1450, 700`
* `1450, -1450, 1400`
* `1450, 1450, 505`
* `1450, 1450, 700`
* `1450, 1450, 1400`

</details>

<details>

<summary>Aquarius</summary>

* `-135, 70, 31`

</details>

<details>

<summary>Bazaar</summary>

* `-242, 2, 32`
* `242, 2, 32`

</details>

<details>

<summary>Behemoth</summary>

* `-1052, 262, 94`

</details>

<details>

<summary>Breaker</summary>

* `-231, 352, 171`
* `-66, -68, 196`
* `-64, 47, 196`
* `-52, -440, 130`
* `-23, 459, 166`
* `2, -484, 128`
* `118, 474, 166`
* `162, -488, 128`
* `200, -124, 164`
* `200, 113, 164`

</details>

<details>

<summary>Catalyst</summary>

* `210, 0, 228`

</details>

<details>

<summary>Chasm</summary>

* `-836, -798, -1363`
* `-825, -622, -1386`
* `-725, -447, -1364`
* `-618, -807, -1364`
* `-520, -622, -1386`
* `-508, -447, -1363`

</details>

<details>

<summary>Cliffhanger</summary>

* `-66, 161, -5`
* `199, 74, -24`
* `199, 288, -32`
* `249, -175, -9`
* `386, 129, 5`

</details>

<details>

<summary>Deadlock</summary>

* `735, 535, 778`

</details>

<details>

<summary>Forbidden</summary>

* `-10, 209, 16`
* `10, -215, 16`
* `-164, 8, 33`
* `164, -7, 33`

</details>

<details>

<summary>Forest</summary>

A lot, over 30

</details>

<details>

<summary>Fragmentation</summary>

* `30, 436, 25`
* `873, -656, 45`

</details>

<details>

<summary>Highpower</summary>

* `-771, -49, 462`
* `-1287, -803, 447`

</details>

<details>

<summary>House of Reckoning</summary>

None

</details>

<details>

<summary>Illusion</summary>

* `-20, 220, 33`
* `28, -220, 33`

</details>

<details>

<summary>Launch Site</summary>

* `-50, -411, 14`
* `107, 251, -17`

</details>

<details>

<summary>Live Fire</summary>

* `47, 474, 0`

</details>

<details>

<summary>Oasis</summary>

* `8, 522, 250`
* `192, -567, 263`

</details>

<details>

<summary>Prism</summary>

* `-939, 79, 186`
* `-805, 385, 194`

</details>

<details>

<summary>Recharge</summary>

* `184, -162, 44`
* `222, 26, 22`

</details>

<details>

<summary>Scarr</summary>

* `0, -306, 3`
* `0, 290 ,3`
* `-570, -2, -6`
* `570, -2, -6`

</details>

<details>

<summary>Streets</summary>

* `-108, 33, 16`
* `-65, 144, 19`
* `-64, -175, 9`
* `13, -184, 5`
* `26, 39, 4`
* `53, -122, 0`
* `53, -76, -2`
* `78, 115, 10`
* `145, 82, 18`
* `150, -49, 23`

</details>

### Confusing effect on Nav mesh generation

Players often run into an issue when generating Nav mesh where Nav mesh data is generating on the Forge canvas floor of their map for seemingly no reason. The cause for this comes from each invisible Backup Spawn Point acting as a [Nav Mesh Generation Root Point](/forge/nav-mesh/building-nav-mesh/nav-mesh-generation-root-points).

<figure><img src="/files/RVzb7ivVZycmuVQiNvf9" alt="Image showing Nav data generating on the Arid canvas floor"><figcaption><p>Nav data generated on the Arid canvas floor with no objects on the map</p></figcaption></figure>

As the lowest invisible Backup Spawn Points on each Forge canvas are at Z: 505, this means that the effective radius of these low Root Point objects can just about reach the Forge canvas floor in most areas due to the canvas floor not being perfectly flat at Z: 500, causing Nav mesh to spread from them.

#### Stopping the spread of Nav mesh from invisible Backup Spawn Points

To overcome this issue, one must block the [Root Points' effective radius](/forge/nav-mesh/building-nav-mesh/nav-mesh-generation-root-points#effective-radius) so they can't spread the Nav mesh data. A universal way is to add a Nav Cutter over each invisible Backup Spawn point.

* A prefab consisting of 27 Nav Cutters at each location of the invisible Backup Spawn Points on the listed Forge canvases has been made by TSG community members to help players overcome this issue. Read more here: [tsg navCutters](/community/content/map-mode-setup/tsg-navcutters).

<figure><img src="/files/WYIoiP9xUIavWabJ1VDq" alt="Image showing boundaries of Nav Cutters at the locations of 27 invisible Backup Spawn Points"><figcaption><p>Nav Cutter boundaries at the locations of the 27 invisible Backup Spawn Points from the tsg navCutters prefab</p></figcaption></figure>

Another more budget-efficient way is to place one `Accents > Glass > Glass Transparent 10%` object at position: 0, 0, 504, scale: 2910, 2910, 7 (minimum X & Y, can be larger), rotation: 0, 0, 0. This will block all the 9 invisible Backup Spawn Points at Z: 505 so they can't spread the Nav mesh. This will also block players from spawning on those Backup Spawn Points as there is solid geometry blocking them.

* This method is only viable on maps where the gameplay area does not utilize the Forge canvas floor in a way where having a large Glass object on it would hinter gameplay or the aesthetic of the map.

### Spawning Controversy

Early on when Forge launched for Halo Infinite, players were experiencing spawning outside their maps for seemingly no reason. At the time players had no idea what caused it, but later on research was conducted into the issue that led to the discovery that the invisible Backup Spawn Points were to blame.

Players would be queued to spawn on the invisible Backup Spawn points when all other safe spawns on the map were blocked. As this usually led to the gameplay of the map breaking, rumor has it that the functionality of the invisible Backup Spawn Points were disabled in non-Forge gamemodes.

{% hint style="info" %}
This has still happened in Season 4 during an Arena:Infection playtest on [Smallhalla Infection](https://www.halowaypoint.com/halo-infinite/ugc/maps/624e31af-4e64-4f22-8be7-5ca3e8d8adb4) where a survivor initially spawned on an invisible Backup Spawn Point outside the map at gameplay start. The lobby size was large and there might not have been enough initial spawns to supply all players. After the incident, three Glass objects were placed to cover all invisible Backup Spawn points.
{% endhint %}

***

## Source Data

* Discord thread: [Backup Spawn Points](https://discord.com/channels/220766496635224065/1535873175425130567/1535873175425130567)

#### <mark style="color:green;">Contributors</mark>

Okom


# Spawn Influence

Topics about the various ways of influencing player spawn weighting on a level in Halo Infinite.

The Spawn Influence section focuses on the different ways player spawn weighting can be influenced with Forge objects and via player actions during gameplay. Also included are the properties of each associated Forge object and best practices.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Spawn Volumes</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/W7zdnhyv7Yi0oCl1FaxB">/pages/W7zdnhyv7Yi0oCl1FaxB</a></td></tr><tr><td>Player-Based Spawn Influence</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/F20PseGUdmSHkDhmqCwa">/pages/F20PseGUdmSHkDhmqCwa</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Spawn Volumes

Adjust spawn weighting within a volume's boundary to influence spawn probabilities or restrict enemy spawning in specific game modes.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Spawn Volumes are used to modify the weighting of spawns within the boundary of a volume. They are commonly utilized to adjust spawn probabilities for specific groups or to completely prevent teams from spawning on the enemy side of a map.

## Weighting and Placement

### Adjusting Spawn Probability

Spawn weight is a value applied to each spawn point that influences whether a point is used with higher or lower probability. While the Spawn Volume object allows values ranging from `-128.00` to `128.00`, most applications utilize a range between `-16.00` and `16.00`.

When adjusting spawn weights, it is recommended as a starting point to add a Spawn Volume over the desired points with a weight of `-4.00` or `4.00`. This adjustment should only be applied if map testing reveals that certain spawns are being naturally under-utilized or over-utilized.

#### Placement Requirements

Spawn Volumes must be placed so that the boundary of the volume fully covers the intended spawn points.

## Configuration Profiles

Different properties can be configured within a Spawn Volume depending on its intended use case.

### Basic Spawn Influence

This configuration is used for adjusting the basic weighting of a specific group of spawns.

* **Labels:** None
* **Team:** Neutral
* **Weight:** (User-defined)
* **Disable Spawn Points:** Off
* **Affects Opposing Team:** Off
* **Affects Initial Spawns:** Off

{% hint style="info" %}
Using the "Neutral" team setting ensures that weight applies to any player spawning on those points. This is important in modes like Slayer, where the team spawn areas can flip.
{% endhint %}

### Preventing Enemy Side Spawning

This configuration is used to ensure only one specific team is permitted to spawn within a volume's boundary. This is commonly employed to prevent "spawn flipping" in certain game modes.

* **Label 1:** CTF Include
* **Label 2:** Stockpile Include
* **Label 3:** Total Control Include
* **Team:** (The team allowed to spawn)
* **Weight:** 0.00
* **Disable Spawn Points:** On
* **Affects Opposing Team:** On
* **Affects Initial Spawns:** Off

{% hint style="info" %}
The inclusion labels make the Spawn Volume only appear in specific game modes. If support for a mode like Stockpile or Total Control is not planned for the map, "CTF Include" is the only label required.
{% endhint %}

***

## Source Data

* Discord thread: [Spawn Volumes](https://discord.com/channels/220766496635224065/1536608379084996658/1536608379084996658)

#### <mark style="color:green;">Contributors</mark>

Okom


# Player-Based Spawn Influence

Players dynamically influence spawn weighting through positioning, deaths, and line-of-sight.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

While spawn weighting can be adjusted using [Spawn Volumes](/forge/spawning/spawn-influence/spawn-volumes), player presence also exerts a continuous dynamic influence on spawn selection during gameplay.

## Player positioning

Players are more likely to spawn near their teammates and away from enemies. Research into the exact weight values generated by these positional factors has not been reverse-engineered.

## Player death

When a player dies, a `-9.00` weight is applied to that specific location based on reverse-engineering. This influence remains for 10 seconds before fading out. The radius of the effected area hasn't been determined.

## Player line-of-sight

Player line-of-sight relative to spawn points can determine whether a spawn point is usable at all. The effect of the line-of-sight cone functions as a hard switch, enabling or disabling spawns entirely rather than applying an incremental weight value.

***

## Source Data

* Discord thread: [Player-Based Spawn Influence](https://discord.com/channels/220766496635224065/1536620322705510530/1536620322705510530)

#### <mark style="color:green;">Contributors</mark>

Okom


# Spawn Order

Explains how Spawn Order functions as a spawning priority mechanism and an adjustable scripting variable for objects.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

The Spawn Order property is a versatile attribute that serves different purposes depending on the object and its context, primarily affecting spawning priority or acting as a scriptable variable.

## Spawning Priority

Spawn Order can be used to stagger the priority order of objects during gameplay. A lower Spawn Order value takes precedence over an object with a higher value. This is useful for ensuring specific spawns do not overlap in importance; for example, adjusting [Spawn Order of Initial Spawn Points](/forge/spawning/initial-spawning/initial-spawn-points#node-properties) can ensure they have a different priority than [Team Intro Spawns](/forge/spawning/initial-spawning/team-intro-spawns), allowing Team Intro Spawns to be prioritized if both objects are present on the map.

While this functionality exists for many objects, it's not largely utilized in Halo Infinite, as all of the spawn influence is handled via [Spawn Volumes](/forge/spawning/spawn-influence/spawn-volumes). The Spawn Order of Respawn Points shouldn't be altered in an effort to influence which Respawn Points are utilized.

## Scripting Usage

Most objects feature a default Spawn Order of 0. For many instances, the property can be used as an adjustable variable for scripting purposes or as a value shared by multiple objects by default. A useful scripting procedure is to fetch all objects with a Spawn Order of 0 in order to gather a list of most objects on the level.

***

## Source Data

* Discord thread: [Spawn Order](https://discord.com/channels/220766496635224065/1536624166495723531/1536624166495723531)

#### <mark style="color:green;">Contributors</mark>

Okom


# Gameplay

Topics about gameplay objects in Halo Infinite, their purposes and properties.

The Gameplay section focuses on all things related to the gameplay of Halo Infinite excluding modes. Having a good gameplay setup on a level is fundamental to having a good playing experience. The sandbox topics, – Weapons, Equipment and Vehicles – along with Audio and Containment are split into multiple sections as they are the most involved, while the rest of the topics can be explained in a shorter form.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Sandbox</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/yWe6snokzbHonblwympl">/pages/yWe6snokzbHonblwympl</a></td></tr><tr><td>Cameras</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/hcUOStF1utsuChiHRP88">/pages/hcUOStF1utsuChiHRP88</a></td></tr><tr><td>Launchers and Lifts</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/Tr6lOqoukwT5BbB2B1BV">/pages/Tr6lOqoukwT5BbB2B1BV</a></td></tr><tr><td>Teleporters</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/VUxH02yKFiqzW0gVOHSe">/pages/VUxH02yKFiqzW0gVOHSe</a></td></tr><tr><td>Audio</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/nc4o2CKFg9BMwU0sREjU">/pages/nc4o2CKFg9BMwU0sREjU</a></td></tr><tr><td>Named Location Volumes</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/xRZa36RaV7ljAKkw6Z30">/pages/xRZa36RaV7ljAKkw6Z30</a></td></tr><tr><td>Containment</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/ZMp2mAdsdtc3WFd9R69w">/pages/ZMp2mAdsdtc3WFd9R69w</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Sandbox

Topics about sandbox objects in Halo Infinite, their purposes and properties.

The Sandbox section focuses on the sandbox objects in Halo Infinite. The three main categories of these are Weapons, Equipment and Vehicles. Ordnance pods' technical properties fall into both Weapons and Equipment, but their general info is explained separately. The Spawn Properties category explains the function of the common spawn properties of sandbox objects.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Weapons</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/nTF3rc8bb3TMyqVTGn2m">/pages/nTF3rc8bb3TMyqVTGn2m</a></td></tr><tr><td>Equipment</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/DzGp4T8H0g2SKkrRj62p">/pages/DzGp4T8H0g2SKkrRj62p</a></td></tr><tr><td>Vehicles</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/NwoLaocC4l9XQYmVGhI3">/pages/NwoLaocC4l9XQYmVGhI3</a></td></tr><tr><td>Ordnance Pods</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/tiA8AgjipU5oZzHuqMdY">/pages/tiA8AgjipU5oZzHuqMdY</a></td></tr><tr><td>Spawn Properties</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/twWfKQHms73wDNOASfAB">/pages/twWfKQHms73wDNOASfAB</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Weapons

All weapons in Halo Infinite Forge.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

This article provides an exhaustive listing of the various weaponry, equipment, objectives, and weapon configurations obtainable within Halo Infinite Forge that classify as weapons.

## Base weapons

Base Weapons are core weapons that function on their own, but can have modifications applied to them via Configurations. Not all Base Weapons are affected by the modifications that Configurations bring.

* BR75
* Bandit Evo
* CQS48 Bulldog
* Cindershot
* Disruptor
* Energy Sword
* Fuel Rod SPNKr
* Gravity Hammer
* Heatwave
* Infected Energy Sword
* M247 HMG
* M392 Bandit
* M41 SPNKr
* MA40 Assault Rifle
* MA5K Avenger
* MLRS-2 Hydra
* Mangler
* Mk50 Sidekick
* Mutilator
* Mythic Sandwich
* Needler
* Plasma Cannon
* Plasma Pistol
* Pulse Carbine
* Ravager
* S7 Sniper Rifle
* Sandwich
* Scorpion Tail
* Scrap Cannon
* Sentinel Beam
* Shock Rifle
* Skewer
* Stalker Rifle
* VK78 Commando Rifle
* Vestige Carbine

### Objectives

* Flag
* Generic Ball
* Generic Bomb
* Generic Skull
* Power Seed

### Equipment

* Fusion Coil Hardlight
* Fusion Coil Kinetic
* Fusion Coil Plasma
* Fusion Coil Shock

### Special

* Harbinger primary weapon
* Adjutant Resolution Gold primary weapon
* Adjutant Resolution Gold secondary weapon
* Adjutant Resolution Gold tertiary weapon
* Adjutant Resolution Silver primary weapon
* Adjutant Resolution Silver secondary weapon
* Adjutant Resolution Silver tertiary weapon
* Hunter primary weapon
* Hunter secondary weapon
* Banished Hunter primary weapon
* Banished Hunter secondary weapon
* Brute Scrap Cannon
* Brute Plasma Cannon
* Original Plasma Pistol
* Original Pulse Carbine
* Player Unarmed Fists
* Brute Unarmed Fists
* Rockethog Rocket Weapon
* Wasp Rocket Weapon

## Configurations

Configurations are modifications to weapon behavior such as ammo count, red-reticle range, bloom, or player traits. Configurations can be applied to any Base Weapon.

* Arcane Sentinel Beam
* BR75 Breacher
* Backdraft Cindershot
* Calcine Disruptor
* Convergence Bulldog
* Diminisher of Hope
* Duelist Energy Sword
* Elite Bloodblade
* Impact Commando
* M41 Tracker
* MA40 Longshot
* Pinpoint Needler
* Purging Shock Rifle
* Pursuit Hydra
* Rapidfire Pulse Carbine
* Ravager Rebound
* Riven Mangler
* Rushdown Hammer
* S7 Flexfire Sniper
* Scatterbound Heatwave
* Stalker Rifle Ultra
* Striker Sidekick
* Unbound Plasma Pistol
* Volatile Skewer

{% hint style="info" %}
The weapon configurations are often called "Legendary weapons" on their own, but these legendary weapons in reality are a combination of a Base Weapon and a Configuration, such as a Mangler + Riven Mangler.
{% endhint %}

## Weapon tiers

The weapon tiers are determined by the color of the light emitting from a Weapon Pad or Weapon Pod when that item spawns on it. Base weapons are blue and Power weapons are yellow.

### Base

* BR75
* Bandit Evo
* CQS48 Bulldog
* Disruptor
* Heatwave
* M392 Bandit
* MA40 Assault Rifle
* MA5K Avenger
* MLRS-2 Hydra
* Mangler
* Mk50 Sidekick
* Needler
* Plasma Pistol
* Pulse Carbine
* Ravager
* Sentinel Beam
* Shock Rifle
* Stalker Rifle
* VK78 Commando Rifle
* Vestige Carbine

### Power

* Cindershot
* Energy Sword
* Fuel Rod SPNKr
* Gravity Hammer
* Infected Energy Sword
* M41 SPNKr
* Mutilator
* Mythic Sandwich
* S7 Sniper Rifle
* Skewer

***

## Source Data

* Discord thread: [Weapons](https://discord.com/channels/220766496635224065/1535144588660965416/1535144588660965416)

#### <mark style="color:green;">Contributors</mark>

Okom


# Weapon Spawning

Explanations regarding weapon spawning and the various Forge objects used to spawn weapons in Halo Infinite.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

This article explores the mechanisms behind weapon spawning within Halo Infinite Forge, detailing how various spawners and item classes influence the availability of weapons during gameplay.

## Class

Classes are a way to have the game randomly select a weapon from a pre-determined pool if the "Static Selection" property is set to Disabled.

Breakdown of the weapons within each class:

### Default variants

* **Anti-Vehicle:** Disruptor, MLRS-2 Hydra, Shock Rifle
* **Any:** All weapons
* **Assault Rifle:** Bandit Evo, M392 Bandit, Pulse Carbine
* **Launcher:** Cindershot, Fuel Rod SPNKr, M41 SPNKr, MLRS-2 Hydra, Ravager
* **Melee:** Energy Sword, Gravity Hammer, Mutilator
* **Pistol:** Disruptor, Mangler, Plasma Pistol
* **SMG:** MA5K Avenger, Needler, Sentinel Beam
* **Shotgun:** CQS48 Bulldog, Heatwave
* **Sniper Rifle:** S7 Sniper Rifle, Shock Rifle, Skewer, Stalker Rifle
* **Tactical Rifle:** BR75, VK78 Commando Rifle, Vestige Carbine

### Legendary variants

The legendary weapons will only appear if the "Legendary Variants" option is set to Included or Preferred.

* **Anti-Vehicle:** Calcine Disruptor, Pursuit Hydra, Purging Shock Rifle
* **Any:** All weapons
* **Assault Rifle:** Bandit Evo, M392 Bandit, Rapidfire Pulse Carbine
* **Launcher:** Backdraft Cindershot, Fuel Rod SPNKr, M41 Tracker, Pursuit Hydra, Rebound Ravager
* **Melee:** Duelist Energy Sword, Elite Bloodblade, Infected Energy Sword, Rushdown Hammer, Mutilator
* **Pistol:** Calcine Disruptor, Riven Mangler, Unbound Plasma Pistol
* **SMG:** MA5K Avenger, Pinpoint Needler, Arcane Sentinel Beam
* **Shotgun:** Convergence Bulldog, Scatterbound Heatwave
* **Sniper Rifle:** S7 Flexfire Sniper, Purging Shock Rifle, Volatile Skewer, Stalker Rifle Ultra
* **Tactical Rifle:** BR75 Breacher, Impact Command, Vestige Carbine

{% hint style="info" %}
The Diminisher of Hope, MA40 Assault Rifle, Mk50 Sidekick or Mythic Sandwich don't appear in any of the categories.
{% endhint %}

## Faction

Factions are a way restrict the random weapon pool even more to weapons belonging to a faction if the "Static Selection" property is set to Disabled.

* **Banished:** Disruptor, Diminisher of Hope, Calcine Disruptor, Elite Bloodblade, Energy Sword, Duelist Energy Sword, Infected Energy Sword, Fuel Rod SPNKr, Gravity Hammer, Mutilator, Needler, Pinpoint Needler, Plasma Pistol, Unbound Plasma Pistol, Pulse Carbine, Rapidfire Pulse Carbine, Ravager, Rebound Ravager, Shock Rifle, Purging Shock Rifle, Skewer, Volatile Skewer, Stalker Rifle, Stalker Rifle Ultra, Vestige Carbine
* **Forerunner:** Cindershot, Backdraft Cindershot, Heatwave, Scatterbound Heatwave, Sentinel Beam, Arcane Sentinel Beam
* **UNSC:** BR75, BR75 Breacher, Bandit Evo, CQS48 Bulldog, Convergence Bulldog, M392 Bandit, M41 SPNKr, M41 Tracker, MA40 Assault Rifle, MA40 Longshot MA5K Avenger, MLRS-2 Hydra, Pursuit Hydra, Mangler, Riven Mangler, Mk50 Sidekick, Striker Sidekick, S7 Sniper Rifle, S7 Flexfire Sniper, VK78 Commando Rifle

Classes are a way to have the game randomly select a weapon from a pre-determined pool if the "Static Selection" property is set to Disabled.

Breakdown of the weapons within each class:

### Default variants

## Weapon Rack

The Weapon Rack is the main spawner for base weapons. It's intended to be placed on walls in a vertical orientation. Horizontal orientation is accepted, but not standard.

The standard setup for a Weapon Rack is as follows:

* **Weapon:** (user-defined)
* **Static Selection:** Disabled, but Enabled is allowed
* **Class:** (user-defined, but usually what the Weapon belongs in)
* **Legendary Variants:** Exclude
* **Faction:** (user-defined, but usually "Any")
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** Off
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** WeaponRackPlacementKey

{% hint style="info" %}
Read about the details about the Static Selection and Spawn Properties [here](/forge/gameplay/sandbox/spawn-properties).
{% endhint %}

## Weapon Pad

The Weapon Pad is the main spawner for power weapons. It's intended to be placed on the ground.

The standard setup for a Weapon Pad is as follows:

* **Weapon:** (user-defined)
* **Static Selection:** Disabled, but often set to Enabled
* **Class:** (user-defined, but usually what the Weapon belongs in)
* **Legendary Variants:** Exclude
* **Faction:** (user-defined, but usually "Any")
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Preview As Hologram:** On
* **Rotate Item:** On
* **Navpoint:** On
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** PowerWeaponPadPlacementKey
* **Exclude Gravity Hammer:** Off

## Weapon Trunk

The Weapon Trunk is rarely used in standard setups, but it hasn't been excluded from usage. Properties not listed don't matter.

The standard setup for a Weapon Trunk is as follows:

* **Weapon:** (user-defined)
* **Static Selection:** Enabled
* **Class:** (user-defined, but usually what the Weapon belongs in)
* **Legendary Variants:** Exclude
* **Faction:** (user-defined, but usually "Any")
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** On
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** WeaponTrunkPlacementKey

## Weapon Pod

The Weapon Pod is not used in standard setups, but it still follows the same logic as other spawners. It's only used in Big Team Battle as ordnance drops. Properties not listed don't matter.

The standard setup for a Weapon Pod is as follows:

* **Weapon:** (user-defined)
* **Static Selection:** Disabled, but Enabled is allowed
* **Class:** (user-defined, but usually what the Weapon belongs in)
* **Legendary Variants:** Exclude
* **Faction:** (user-defined, but usually "Any")
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** On
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** OrdnancePodPlacementKey

## Classic Weapon Spawn

The Classic Weapon Spawn is not used in standard setups, but it still follows the same logic as other spawners. It's only used in Infection as the main way of spawning weapons. Properties not listed don't matter.

The standard setup for a Classic Weapon Spawn is as follows:

* **Weapon:** (user-defined)
* **Static Selection:** Disabled, but Enabled is allowed
* **Class:** (user-defined, but usually what the Weapon belongs in)
* **Legendary Variants:** Exclude
* **Faction:** (user-defined, but usually "Any")
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** Off
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** WeaponRackPlacementKey

## Weapon Objects

The individual, loose weapon objects aren't used in any standard setup. For usage in custom games, it's still useful to know the object properties:

* Despawn category: When the weapon should despawn. Abandoned/Disturbed means when the weapon is moved from its initial spawn position.
* Respawn category: Death/Deletion means when the weapon despawns, Disturbance means when the weapon is moved from its initial spawn position.
* Spare Clips: How many extra magazines the weapon spawns with. Maximum 16, which on some weapons is more than the normally allowed maximum ammo capacity.

***

## Source Data

* Discord thread: [Weapon Spawning](https://discord.com/channels/220766496635224065/1535159391962136606/1535159391962136606)

#### <mark style="color:green;">Contributors</mark>

Okom


# Weapon Data

A compilation of technical information about weapons in Halo Infinite.

Reverse-engineered technical data about Halo Infinite weapons. The information in the spreadsheets has been compiled by [Implied Skill](https://twitter.com/impliedskill).

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Weapon Time To Kill</td><td><a href="/files/JoLp7Lxyha0hrb4jDTxv">/files/JoLp7Lxyha0hrb4jDTxv</a></td><td><a href="https://docs.google.com/spreadsheets/d/1XsNcajTd7gHLHZK2rEDUk5yF6ND1SJzEKLo3wAHY_GE/">https://docs.google.com/spreadsheets/d/1XsNcajTd7gHLHZK2rEDUk5yF6ND1SJzEKLo3wAHY_GE/</a></td></tr><tr><td>Weapon Rate of Fire and Reload Speeds</td><td><a href="/files/JoLp7Lxyha0hrb4jDTxv">/files/JoLp7Lxyha0hrb4jDTxv</a></td><td><a href="https://docs.google.com/spreadsheets/d/1txOEuXnoT7zYVtGrzM3m3Tm8LSEZAOAl-H6Td3NOi5c/">https://docs.google.com/spreadsheets/d/1txOEuXnoT7zYVtGrzM3m3Tm8LSEZAOAl-H6Td3NOi5c/</a></td></tr><tr><td>Weapon Single Round Damage</td><td><a href="/files/JoLp7Lxyha0hrb4jDTxv">/files/JoLp7Lxyha0hrb4jDTxv</a></td><td><a href="https://docs.google.com/spreadsheets/d/13wk9CSImi-FR7TO49TStQmkHqknqcrWHaymWlBocxs4/edit?gid=0#gid=0">https://docs.google.com/spreadsheets/d/13wk9CSImi-FR7TO49TStQmkHqknqcrWHaymWlBocxs4/edit?gid=0#gid=0</a></td></tr><tr><td>Weapon Projectile Behavior and Leading Ranges</td><td><a href="/files/JoLp7Lxyha0hrb4jDTxv">/files/JoLp7Lxyha0hrb4jDTxv</a></td><td><a href="https://docs.google.com/spreadsheets/d/1TM9ZQ2rl14udupkg5LuKHCT27bDtXGw8xGa7FkOxknM/">https://docs.google.com/spreadsheets/d/1TM9ZQ2rl14udupkg5LuKHCT27bDtXGw8xGa7FkOxknM/</a></td></tr><tr><td>Weapon Aim Assist Cone Data</td><td><a href="/files/JoLp7Lxyha0hrb4jDTxv">/files/JoLp7Lxyha0hrb4jDTxv</a></td><td><a href="https://docs.google.com/spreadsheets/d/1G8UGZAL_drk3MSdsuLziiD9DYdqQTz1Q98E3RGyOwDY/">https://docs.google.com/spreadsheets/d/1G8UGZAL_drk3MSdsuLziiD9DYdqQTz1Q98E3RGyOwDY/</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom\
Implied Skill


# Equipment

All equipment in Halo Infinite Forge.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

A comprehensive list of all equipment and grenade types available in Halo Infinite Forge.

## Equipment

* Active Camouflage
* Custom Equipment A
* Custom Equipment B
* Custom Equipment C
* Custom Equipment D
* Drop Wall
* Grappleshot
* Overshield
* Quantum Translocator
* Repair Field
* Repulsor
* Shroud Screen
* Threat Seeker
* Threat Sensor
* Thruster
* Legendary Drop Wall
* Legendary Grappleshot
* Legendary Threat Sensor
* Legendary Thruster

## Equipment tiers

The equipment tiers are determined by the color of the light emitting from a Power Equipment Pad when that item spawns on it. Base equipment are blue and Power equipment are yellow.

### Base

* Custom Equipment A
* Custom Equipment B
* Custom Equipment C
* Custom Equipment D
* Drop Wall
* Grappleshot
* Repair Field
* Repulsor
* Shroud Screen
* Threat Seeker
* Threat Sensor
* Thruster
* Legendary Drop Wall
* Legendary Grappleshot
* Legendary Threat Sensor
* Legendary Thruster

### Power

* Active Camouflage
* Overshield
* Quantum Translocator

## Grenades

* Dynamo Grenade
* Frag Grenade
* Plasma Grenade
* Spike Grenade

***

## Source Data

* Discord thread: [Equipment](https://discord.com/channels/220766496635224065/1535147951276695572/1535147951276695572)

#### <mark style="color:green;">Contributors</mark>

Okom


# Equipment Spawning

Explanations regarding various methods and topics for spawning equipment within Halo Infinite via Forge objects.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

This article provides explanations regarding topics related to equipment spawning, covering the different ways equipment can be spawned in Halo Infinite via Forge objects.

## Standard Spawners

### Equipment Dispenser

The Equipment Dispenser is the main spawner for base equipment. It's intended to be placed on the ground.

The standard setup for an Equipment Dispenser is as follows:

* **Equipment:** (user-defined)
* **Static Selection:** Enabled
* **Legendary Variants:** Exclude
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** Off
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** EquipmentPadPlacementKey

{% hint style="info" %}
Read about the details about the Static Selection and Spawn Properties [here](/forge/gameplay/sandbox/spawn-properties).
{% endhint %}

### Power Equipment Pad

The Power Equipment Pad is the main spawner for power equipment. It's intended to be placed on the ground.

The standard setup for a Power Equipment Pad is as follows:

* **Equipment:** (user-defined)
* **Static Selection:** Enabled
* **Tier:** Power
* **Legendary Variants:** Exclude
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** On
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** PowerUpPadPlacementKey

## Specialized Spawners

### Equipment Pod

The Equipment Pod is not used in standard setups, but it still follows the same logic as other spawners. It's only used in Big Team Battle and Last Spartan Standing as ordnance drops. Properties not listed don't matter.

The standard setup for an Equipment Pod is as follows:

* **Equipment:** (user-defined)
* **Static Selection:** Disabled
* **Tier:** Any
* **Legendary Variants:** Exclude
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** On
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** OrdnancePodPlacementKey

### Classic Equipment Spawn

The Classic Equipment Spawn is not used in standard setups, but it still follows the same logic as other spawners. It's only used in Infection as the main way of spawning equipment. Properties not listed don't matter.

The standard setup for a Classic Equipment Spawn is as follows:

* **Equipment:** (user-defined)
* **Static Selection:** Disabled
* **Tier:** Any
* **Legendary Variants:** Exclude
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** Off
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** EquipmentPadPlacementKey

***

## Source Data

* Discord thread: [Equipment Spawning](https://discord.com/channels/220766496635224065/1535166833781645413/1535166833781645413)

#### <mark style="color:green;">Contributors</mark>

Okom


# Grenade Spawning

Explanations regarding grenade spawning methods and configuration using Forge objects.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

This article details how to use various Forge objects for grenade spawning in Halo Infinite, including dispenser setups and object properties.

Explanations about the topics related to grenade spawning, and all ways to spawn grenades in Halo Infinite via Forge objects.

## Grenade Dispenser

The Grenade Dispenser is the main spawner for grenades. It's intended to be placed on the ground.

The standard setup for a Grenade Dispenser is as follows:

* **Grenade Quantity:** 2
* **Spawn Cyclically:** Off
* **Grenade:** (user-defined)
* **Static Selection:** Enabled
* **Faction:** Any
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** Off
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** GrenadePadPlacementKey

{% hint style="info" %}
Read about the details about the Static Selection and Spawn Properties [here](/forge/gameplay/sandbox/spawn-properties).
{% endhint %}

## Grenade Objects

The individual, loose grenade objects aren't used in any standard setup. For usage in custom games, it's still useful to know the object properties:

### Object Properties

* Despawn category: When the weapon should despawn. Abandoned/Disturbed means when the weapon is moved from its initial spawn position.
* Respawn category: Death/Deletion means when the weapon despawns, Disturbance means when the weapon is moved from its initial spawn position.

***

## Source Data

* Discord thread: [Grenade Spawning](https://discord.com/channels/220766496635224065/1535167635258347530/1535167635258347530)

#### <mark style="color:green;">Contributors</mark>

Okom


# Vehicles

All vehicles in Halo Infinite Forge.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

A comprehensive list of all vehicles available in Halo Infinite Forge.

## Vehicles

* Banshee
* Chieftain Chopper
* Chopper
* Falcon
* Ghost
* Gungoose
* Mongoose
* Pelican
* Phantom
* Razorback
* Rockethog
* Scorpion
* Shade Turret
* Warthog
* Wasp
* Wraith

### Weapons (Vehicle Types)

* M247 HMG Turret
* Plasma Cannon Turret
* Scrap Cannon Turret

### Special

* Gauss Hog
* Cloned Banshee
* Cloned Ghost
* Auto Turret

***

## Source Data

* Discord thread: [Vehicles](https://discord.com/channels/220766496635224065/1535149042563027114/1535149042563027114)

#### <mark style="color:green;">Contributors</mark>

Okom


# Vehicle Spawning

Explanations regarding various methods and topics for spawning vehicles within Halo Infinite via Forge objects.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Explanations about the topics related to vehicle spawning, and all ways to spawn vehicles in Halo Infinite via Forge objects.

## Randomization Mechanics

### Class

Classes are a way to have the game randomly select a vehicle from a pre-determined pool if the "Static Selection" property is set to Disabled.

Breakdown of the vehicles within each Class:

* **Any:** All vehicles
* **Cavalry:** Falcon, Rockethog, Warthog
* **Duelist:** Banshee, Chopper, Chieftain Chopper (Legendary), Ghost, Gungoose, Wasp
* **Siege:** Scorpion, Wraith
* **Support:** Mongoose, Razorback

### Terrain Type

The Terrain Type is another filter in combination with the Class to have the game randomly select a vehicle from a pre-determined pool if the "Static Selection" property is set to Disabled.

Breakdown of the vehicles within each Terrain Type:

* **Air:** Banshee, Falcon, Wasp
* **Any:** All vehicles
* **Land:** Chieftain Chopper (Legendary), Chopper, Ghost, Gungoose, Mongoose. Razorback, Rockethog, Scorpion, Warthog, Wraith

### Faction

Factions are a way restrict the random vehicle pool even more to vehicles belonging to a faction if the "Static Selection" property is set to Disabled.

* **Banished:** Banshee, Chopper, Chieftain Chopper (Legendary), Ghost, Wasp, Wraith
* **UNSC:** Falcon, Gungoose, Mongoose, Razorback, Rockethog, Scorpion, Warthog

## Spawning Methods and Objects

### Vehicle Pad

The Vehicle Pad is the main spawner for vehicles. It's intended to be placed on the ground.

The standard setup for a Vehicle Pad is as follows:

* **Vehicle:** (user-defined)
* **Static Selection:** Enabled
* **Class:** (user-defined, but usually what the Vehicle belongs in)
* **Terrain Type:** (user-defined, but usually what the Vehicle belongs in)
* **Legendary Variants:** Exclude
* **Faction:** Any
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** Off
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** VehiclePadPlacementKey

{% hint style="info" %}
Read about the details about the Static Selection and Spawn Properties [here](/forge/gameplay/sandbox/spawn-properties).
{% endhint %}

### Classic Vehicle Spawn

The Classic Vehicle Spawn is not the standard spawner for vehicles, but it has been used on some Big Team Battle maps.

The standard setup for a Classic Vehicle Spawn is as follows:

* **Vehicle:** (user-defined)
* **Static Selection:** Enabled
* **Class:** (user-defined, but usually what the Vehicle belongs in)
* **Terrain Type:** (user-defined, but usually what the Vehicle belongs in)
* **Legendary Variants:** Exclude
* **Faction:** Any
* **Randomize:** Every Game
* **Symmetrical Channel:** (user-defined)
* **Navpoint:** Off
* **Initial Spawn Delay:** (user-defined)
* **Spawn Properties:** 343 Default
* **Selective Channel:** None
* **Seed Sequence Key:** VehiclePadPlacementKey

### Vehicle Objects

The individual, loose vehicle objects aren't used in any standard setup. For usage in custom games, it's still useful to know the object properties:

* Despawn category: When the weapon should despawn. Abandoned/Disturbed means when the weapon is moved from its initial spawn position.
* Respawn category: Death/Deletion means when the weapon despawns, Disturbance means when the weapon is moved from its initial spawn position.
* Camera Distance: How far the third-person camera is placed from the vehicle when operating.

***

## Source Data

* Discord thread: [Vehicle Spawning](https://discord.com/channels/220766496635224065/1535169262774259822/1535169262774259822)

#### <mark style="color:green;">Contributors</mark>

Okom


# Vehicle Data

A compilation of technical information about vehicles in Halo Infinite.

Reverse-engineered technical data about Halo Infinite vehicles. The information in the spreadsheets has been compiled by [Implied Skill](https://twitter.com/impliedskill).

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Vehicle Repair Thresholds</td><td><a href="/files/JoLp7Lxyha0hrb4jDTxv">/files/JoLp7Lxyha0hrb4jDTxv</a></td><td><a href="https://docs.google.com/spreadsheets/d/1YAw5lELFN_AUtxDYw4veAyjlvrkxY0Y5oNXEJ0P26YE/edit?gid=0#gid=0">https://docs.google.com/spreadsheets/d/1YAw5lELFN_AUtxDYw4veAyjlvrkxY0Y5oNXEJ0P26YE/edit?gid=0#gid=0</a></td></tr><tr><td>Rounds Required to Pass Vehicle Repair Thresholds</td><td><a href="/files/JoLp7Lxyha0hrb4jDTxv">/files/JoLp7Lxyha0hrb4jDTxv</a></td><td><a href="https://docs.google.com/spreadsheets/d/1F9mIl7hNA9kktm8_k9Cj86D3oV9777J-KALrrBv83H8/">https://docs.google.com/spreadsheets/d/1F9mIl7hNA9kktm8_k9Cj86D3oV9777J-KALrrBv83H8/</a></td></tr><tr><td>Vehicle Damage Sections</td><td><a href="/files/JoLp7Lxyha0hrb4jDTxv">/files/JoLp7Lxyha0hrb4jDTxv</a></td><td><a href="https://docs.google.com/spreadsheets/d/1i7tsRBVSTn9TQWNz01y-5wjO5wYmtusO3R2mrzEHIsg/">https://docs.google.com/spreadsheets/d/1i7tsRBVSTn9TQWNz01y-5wjO5wYmtusO3R2mrzEHIsg/</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom\
Implied Skill


# Spawn Properties

{% hint style="warning" %}
This article is a stub. You can help TSG Forge Wiki by expanding it.
{% endhint %}

{% content-ref url="/pages/GM351bN7cTWtKE8mn777" %}
[Submitting Content to the Wiki](/community/contributing-to-tsg-forge-wiki/submitting-content-to-the-wiki)
{% endcontent-ref %}


# Cameras

Cinematic camera sequences used to show map views at match start and winner stances at match end.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Cameras are utilized to provide cinematic perspectives during the beginning and end of a match. These camera sequences are relatively simple in nature and offer limited opportunities for creative manipulation.

## Map Intro Cameras

Map Intro Cameras are used at the very start of a match to present a sequence of fade-in shots showcasing the map. To create one complete sequence, a pair of two Map Intro Camera objects is required; it is standard practice to use at least three pairs (six objects total) to display three distinct views of the map during the intro.

The camera perspectives play in order according to the Sequence Order property. Once all assigned camera pairs have been displayed, the order restarts from the beginning. Note that timing for these sequences is local to each individual player; consequently, it is not feasible to time global events (such as scripted map elements) with the camera movement. Additionally, cameras cannot display different views for different teams, meaning every team will see the same sequence.

### Properties

The standard properties for a Map Intro Camera are straightforward:

* **Sequence Order:** (increasing order, first camera is 1.00)
* **Camera Blend:** Start/End

To achieve the intended transition pattern, the first camera should have a Sequence Order of 1.00 and a Camera Blend set to Start. The second camera should have a Sequence Order of 2.00 and a Camera Blend set to End. Subsequent cameras follow this alternating pattern with increasing Sequence Order values.

{% hint style="info" %}
When placing Map Intro Cameras, it is useful to set your Field of View (FOV) to 73 to match the FOV used in camera shots. To mimic an angle accurately, spawn a Map Intro Camera object and move it close enough so that the position gizmo is at the center of your screen; you can then use Object-space rotation to match the desired perspective.
{% endhint %}

## Winning Team Outro

The Winning Team Outro object provides a camera view at the conclusion of a match, featuring four members of the winning team in their own stances.

Because the camera perspective uses a very low FOV, it cannot be quickly previewed in-editor. To ensure that players fit within the framed scene and do not appear incorrectly against the background, ensure the Winning Team Outro object is placed sufficiently far away from the intended backdrop. While some creators use this feature to frame parts of the map elegantly behind players, others choose to build a custom scene specifically around the camera view.

{% hint style="success" %}
To enhance the visual quality of the final shot, forgers occasionally use 3-point lighting around the four players to improve the presentation of the winning team.
{% endhint %}

### Orientation

The orientation of the Winnging Team Outro should be limited to rotation on the Yaw axis, which determines the direction the camera faces.

{% hint style="warning" %}
Avoid applying rotation to the Pitch or Roll axes on Winning Team Outro objects. Doing so can cause significant offsets in the camera view, often resulting in players appearing underneath the map.
{% endhint %}

***

## Source Data

* Discord thread: [Cameras](https://discord.com/channels/220766496635224065/1536633993116651520/1536633993116651520)

#### <mark style="color:green;">Contributors</mark>

Okom


# Audio

Implementation of audio in Forge via placeable emitters and scripted methods including 3D sound, music, and announcer voiceovers.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Audio in Forge can be implemented through the use of placeable objects or via scripting to play sound at specific locations, for individual players, or globally across a map.

## Audio Emitters

Audio Emitters are unique because their primary purpose is solely to emit audio. While some other objects like FX can also produce sound as a secondary function, the Audio Emitter allows for selecting from 24 different categories of audio loops, ranging from Alarms to Water and Insect sounds.

These emitters feature functionality that allows them to play distinct sounds for "friendly" and "enemy" players based on the object's Team setting. Players sharing a team with the object are considered friendly. Also if the object's Team is set to Neutral, the "friendly" sound plays for all players.

### Volume and Playback

Audio Emitters have a relatively low volume compared to primary sound effects like gunfire. Because there is no parameter within the object properties to adjust its loudness, the most effective way to increase perceived loudness is by stacking multiple instances of the same audio source in a single position.

{% hint style="info" %}
When previewing an Audio Emitter's output, the sound plays directly at the position of the Forge Monitor rather than the physical location of the object.
{% endhint %}

## Scripted Audio

Scripted audio offers greater versatility than placeable objects, although it can still be used to trigger sounds on already-placed objects.

### 3D Audio

3D Audio consists of scripted sounds played at a set position on the map. There are two primary categories of these sounds:

* **Ambient Loops:** These use the same audio loops available to the Audio Emitter object and utilize the following nodes:
  * [**Set Object 3D Audio Loop**](/scripting/nodes/audio/set-object-3d-audio-loop)**:** Begins an audio loop at a specific object.
  * [**Stop Object 3D Audio Loop**](/scripting/nodes/audio/stop-object-3d-audio-loop)**:** Stops the audio loop associated with that object.
* **Objective Alerts:** These consist of unique sounds related to interacting with game mode objectives, such as picking up a flag or losing a zone. They are used via:
  * [**Play 3D Audio For All Players**](/scripting/nodes/audio/play-3d-audio-for-all-players)
  * [**Play 3D Audio For Opposing Teams**](/scripting/nodes/audio/play-3d-audio-for-opposing-teams)
  * [**Play 3D Audio For Team**](/scripting/nodes/audio/play-3d-audio-for-team)

Some of these objective sounds are heard globally, while others exhibit volume drop-off as the player moves away from the sound's position. A resource for previewing how these sounds function can be found at [Halo Infinite Forge Mode Audio](https://www.youtube.com/watch?v=E24SkQXYUpM).

### Music

Music is a highly immersive feature that can be played globally, for specific teams, or per player through various "Music" nodes. Unlike other scripted audio, music in Forge cannot be positional. The volume of the playback can be adjusted via the Target Volume property, and fade-in/fade-out durations are controlled with the Fade Time property.

A reference library for all available music can be found at [Halo Infinite Forge Music Reference Library](https://lunnzies.notion.site/Halo-Infinite-Forge-Music-Reference-Library-2920870254d980c5ac0af86735699884).

#### Announcer Voiceovers

Announcer voiceovers provide audio cues that originate from game mode progression hints or when players achieve medals. These lines can be played globally, for specific teams, or per player. While there is no dedicated preview resource, the extensive selection of voices is named accurately (for example, "Enemy Captured Zone B"), allowing users to anticipate the content by name. Additionally, a special node, [Play Nearing Victory Audio For All Players](/scripting/nodes/audio/play-nearing-victory-audio-for-all-players), allows for playing the native "Player Nearing Victory" audio line to all players simultaneously.

### Audio Zones

Audio Zones are an uncommon feature intended to muffle or mute footstep sounds within the boundary of a specified [Area Monitor](/scripting/nodes/variables-basic/area-monitor). However, current observations suggest that these nodes may not function as intended, as significant changes in footstep volume have not been detected during test scenarios.

***

## Source Data

* Discord thread: [Audio](https://discord.com/channels/220766496635224065/1538486256856735845/1538486256856735845)

#### <mark style="color:green;">Contributors</mark>

Okom


# Building Audio

Building the Audio of a forge map means generating a simple audio occlusion approximation of the map's geometry using voxelization technology.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Building the audio of a Forge map involves creating an approximation of environmental geometry to determine how sound interacts with the surroundings.

## Geometry Approximation and Occlusion

The building process creates an accurate approximation of the Forge map's geometry using voxelization technology. While there appears to be real-time occlusion occurring through approximated audio portals—allowing for roughly accurate muffling even if data is not up to date—it is recommended that a rebuild be performed whenever changes are made to the map's geometry to ensure accuracy.

<figure><img src="/files/gt5wcgxUVT1p55QsiR8c" alt="Map audio building overview"><figcaption><p>A debug view of Aquarius inaccessible in Forge that reveals the underlying audio voxelization data.</p></figcaption></figure>

{% hint style="info" %}
A detailed look of the technical implementation of how audio data is handled in Halo Infinite can be seen here: [Chase Thompson Demo Reel: Halo Infinite](https://vimeo.com/776812151).
{% endhint %}

### Voxelization Mechanics

The generation of the audio occlusion map takes into account all visible objects on the map at the time of the build. However, if an object's visibility is hidden via the folder structure, it will be ignored by the process.

## Optimization Strategies

To ensure efficient data management, players can optimize the audio generation process to reduce both total build time and resulting download size.

* Hide objects that are not involved in gameplay occlusion scenarios, such as distant skybox geometry or inaccessible areas.
* Place these non-essential items into a folder and hide them during the audio building process. This avoids generating unnecessary audio voxelization data in those specific areas.

{% hint style="info" %}
Building Audio is strictly limited to the generation of audio occlusion voxelization data; it does not activate or alter the usage of Audio Emitters or scripted audio.
{% endhint %}

***

## Source Data

* Discord thread: [Building Audio](https://discord.com/channels/220766496635224065/1538501688925626470/1538501688925626470)

#### <mark style="color:green;">Contributors</mark>

Okom


# Named Location Volumes

Named Location Volumes allow players to assign specific names to different areas of a map.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Named Location Volumes allow players to assign specific names to designated areas of a map. It is standard practice for all sections of the gameplay area to have an assigned callout name, as no gameplay areas should be left without one.

Additionally, it can be beneficial to extend Named Location Volume coverage outside the physical boundaries of the map in areas where players might look or mark a spot. Marking a location reveals its associated name, so extending these volumes ensures that such markings are informative. It is not necessary to assign names to areas strictly outside the gameplay space.

## Selectable Location Names

The following list contains all the location names available for selection within the Named Location Volume object in Halo Infinite Forge:

{% file src="/files/SZBwBFNuaOaFiMVZLSxu" %}

## Appearance Order

If two Named Location Volumes overlap, the one that takes up less volume will take priority. This feature can be used cleverly to cover oddly shaped areas using a volume that is artificially extended multiple units underground in order to make its volume larger, and then using smaller boundaries in areas where the larger boundary overlaps to, but shouldn't cover.

For example, you could cover two callouts of an L-shaped hallway and the area outside it by having one large box volume for the entire hallway and a smaller one for the area outside the hallway. As the smaller volume takes priority over the larger, the two areas can be distinguished with different names using just two volumes, where conventionally it would've taken three: two for the L-shaped hallway and one for the outside area.

## Area Coverage and Boundary Limits

The Named Location Volume adheres to standard boundary limits for Forge objects. Users can choose between Box or Cylinder shapes to define these boundaries.

### Shape-Specific Dimensions

* **Box Boundaries:** 1,250 (Width) x 1,250 (Length) with a limit of 1,250 for both Top and Bottom dimensions.
* **Cylinder Boundaries:** The Top and Bottom limits remain at 1,250. However, the Width and Length parameters are replaced by Radius, which has its own limit of 1,250.

{% hint style="info" %}
A cylinder with a radius of 1,250 covers more area than a box with width and length limits of 1,250. Changing the volume type to a cylinder is an effective way to cover a larger area.
{% endhint %}

***

## Source Data

* Discord thread: [Named Location Volumes](https://discord.com/channels/220766496635224065/1538508315003330560/1538508315003330560)

#### <mark style="color:green;">Contributors</mark>

Okom


# Containment

Topics about gameplay containment measures in Halo Infinite's Forge tool. Efforts used to keep players within the intended play-area.

The Containment section focuses on the different ways to contain players within the intended play-area on Halo Infinite levels. From invisible walls to kill zones and safe areas within kill zones.


# Blockers

Blockers are invisible cubical objects that have collision, whose purpose is to limit the player's movement outside the gameplay space, or to smooth collision.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Blockers are invisible, cubical objects that possess collision properties. Their primary purpose is to restrict player movement outside of intended gameplay areas or to smooth out collisions on surfaces with uneven geometry, such as stairs.

## Blocker Variants

### Universal, Team, and Player Blockers

Universal blockers (white) block all players, projectiles, and vehicles. These are frequently used to fix uneven collision within a map; since they also block projectiles, they can be used to adjust collision for ideal grenade bouncing trajectories without altering visual geometry.

{% hint style="warning" %}
Because universal blockers block projectiles, players may use the Grappleshot to climb these invisible walls. They should not be used for seamless player containment.
{% endhint %}

Team blockers (blue) are an effective way to contain both players and vehicles within a gameplay space. If the Team property is set to Neutral, they will block players and vehicles from all teams. When assigned to a specific team, that designated team can pass through the blocker on foot or in a vehicle.

Player blockers (purple) were previously used to only block players; however, following an update around April 2024, these also began blocking all vehicles and gameplay objects. They are commonly utilized for containment on 4v4 maps where no vehicles are present.

### Vehicle, Projectile, and One-Way Blockers

Vehicle blockers (light blue) only block vehicles from a specific team. If the Team is set to Neutral, they will block all vehicles regardless of team.

{% hint style="info" %}
When driving a vehicle through a vertical vehicle blocker, players on the matching team typically pass through cleanly. However, at an angle of approximately 30° or greater, collision may break; this can result in either "soft blocking" or the vehicle being blocked entirely.
{% endhint %}

Projectile blockers (orange) block only projectiles, such as grenades and bullets. These are useful for creating custom FX barriers that players can walk through but which still interact with projectile physics.

One-Way blockers (purple) block movement in one of six directions while allowing it from all others. An arrow shape inside the blocker points to the X/forward direction toward the side that is blocked. Movement in the direction of this arrow is allowed, whereas movement against the direction of the arrow is blocked. The Team property can also be used to allow a specific team to bypass the blocker entirely.

## Scalable vs. Dynamic Blockers

Scalable blockers are a type of blocker that can be scaled in size and were added late into Halo Infinite's development. They have become the primary method for blocking large areas because they can cover much larger spaces than individual dynamic blockers, which are restricted to specific sizes such as 16x16x16, 256x2x128, or a maximum of 256x256x256.

Standard (dynamic) blockers have 33 variants for each type and cannot be scaled. However, dynamic blockers retain utility in scripting because they can be manipulated like any other dynamic object, unlike static scalable blockers.

***

## Source Data

* Discord thread: [Blockers](https://discord.com/channels/220766496635224065/1538518983387385907/1538518983387385907)

#### <mark style="color:green;">Contributors</mark>

Okom


# Kill Volumes

Kill Volumes are boundaries that a player will die in instantly or after a short period.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Kill Volumes are boundaries designed to kill the player when they enter their area or after waiting out a warning timer. They serve as various environmental hazards or containment measures throughout a map.

## Volume Types

### Kill Volumes

These volumes cause instant death upon entry and are most often used in areas where the player's death is expected, such as falling into water or entering a death pit.

{% hint style="warning" %}
Kill Volumes should not be used in areas where the player might be abruptly killed without warning.
{% endhint %}

### Soft Kill Volumes

The Soft Kill Volume (or "Soft Kill") utilizes a 10-second countdown timer; once the timer reaches zero, the player instantly dies. This type of volume is often placed on top of tall structures as a containment measure when using a [Blocker](/forge/gameplay/containment/blockers) would be too obvious. While it is not common, soft kills can also be used at map edges to warn players against further traversal.

#### Map Boundary Behavior

At the edges of each 4000x4000x1500-unit [Forge canvas](/forge/forge-basics-and-ui/loading-into-forge/forge-canvases), there is a prebuilt soft kill boundary and a soft barrier that prevents player movement outside the canvas bounds. This soft kill acts identically to a standard Soft Kill Volume.

## Safe Volumes

Safe Volumes can be placed inside death zones to create specific safe spaces where volume effects are ignored.

* `Safe Volume` ignores the effect of a Kill Volume.
* `Soft Kill Safe Volume` ignores the effect of a Soft Kill Volume.

***

## Source Data

* Discord thread: [Kill Volumes](https://discord.com/channels/220766496635224065/1538532501033713705/1538532501033713705)

#### <mark style="color:green;">Contributors</mark>

Okom


# Modes

Topics about all the official modes in Halo Infinite and how to set them up in the Forge tool.

## Introduction

The Modes section focuses on all the official base modes in Halo Infinite, their gameplay loops, and how to set them up in Forge. Setting up modes in Halo Infinite's Forge is easy compared to earlier Halo titles as they can all be set up in the same Forge session just by placing objects and configuring their properties correctly.

It's rare to have a map support all official modes as they can eat up the available budget on a map rather quickly, if there are a lot of dynamic objects used in the mode setup. Usually a map should be designed for a single hero mode and then some extra mode support can be added as padding.

## Modes in a separate level

[Infection](/forge/modes/infection), [Firefight:King of The Hill](/forge/modes/firefight/firefight-koth) and [Big Team Battle Heavies](/forge/modes/big-team-battle-heavies) are usually not included in the mode setup of the base level file as these are either very expensive to setup or alterations to the geometry of the map are wanted for the gamemode, so it's easier to make a copy of the base level file for each variant.

Creating a separate copy of the level intended for a single gamemode allows the forger more creative freedom for adjusting the gameplay of the map just for that mode. It also helps communicate to players that the map has support for that mode, if players would be to search up the name of the map in the [Customs Browser](broken://pages/VPFHM9juwv09x7uQDNkt).

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Slayer</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/wJ7VvIqAVnRFpt9AiQ4f">/pages/wJ7VvIqAVnRFpt9AiQ4f</a></td></tr><tr><td>Capture The Flag</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/ZXD7KQt2KNIZyAZAtqoQ">/pages/ZXD7KQt2KNIZyAZAtqoQ</a></td></tr><tr><td>Strongholds</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/Gq0GhmUo65swHL8znxH4">/pages/Gq0GhmUo65swHL8znxH4</a></td></tr><tr><td>King of the Hill</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/HkxDRpN7WiarcMQAO55h">/pages/HkxDRpN7WiarcMQAO55h</a></td></tr><tr><td>Oddball</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/sVxsVXgc6VcxGYViVgNg">/pages/sVxsVXgc6VcxGYViVgNg</a></td></tr><tr><td>Firefight</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/F47G51wvJ8XGwjtY2KbK">/pages/F47G51wvJ8XGwjtY2KbK</a></td></tr><tr><td>Infection</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/mP0P5tXlmssVnbQWLFJJ">/pages/mP0P5tXlmssVnbQWLFJJ</a></td></tr><tr><td>Land Grab</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/JqNb3VD7tsKlEOLlVkjN">/pages/JqNb3VD7tsKlEOLlVkjN</a></td></tr><tr><td>Attrition</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/JzKpkS5D0hpPAhsgARqU">/pages/JzKpkS5D0hpPAhsgARqU</a></td></tr><tr><td>Extraction</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/RkTYGSyDuUj1ShcItDTa">/pages/RkTYGSyDuUj1ShcItDTa</a></td></tr><tr><td>Total Control</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/z916w3nYY8RJjh6mSa76">/pages/z916w3nYY8RJjh6mSa76</a></td></tr><tr><td>Stockpile</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/sEEp3p1tTbDPPhBzUMhC">/pages/sEEp3p1tTbDPPhBzUMhC</a></td></tr><tr><td>Big Team Battle Heavies</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/VGb1Mt46MVyUDliP568V">/pages/VGb1Mt46MVyUDliP568V</a></td></tr><tr><td>Minigame</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/wTmdijYxasqM2WOgjTZb">/pages/wTmdijYxasqM2WOgjTZb</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Slayer

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# Capture The Flag

The gameplay loop and different variants of the Capture The Flag mode in Halo Infinite.

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There are multiple variations of the Capture The Flag (CTF) mode in Halo Infinite, but all of them share the basic idea of fetching a target flag and bringing it to your team's Delivery Point. This article will explain the basic concept of CTF in Halo Infinite and the properties of the objects used in the mode.

* Standard CTF
* One-Flag CTF
* Neutral CTF
* BTB:CTF
* Husky Raid

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Standard CTF</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/cJZ7aTl0kBiz18bP1Yqg">/pages/cJZ7aTl0kBiz18bP1Yqg</a></td></tr><tr><td>One Flag CTF</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/uuHYVuSKxTxo1hK3wtqQ">/pages/uuHYVuSKxTxo1hK3wtqQ</a></td></tr><tr><td>Neutral CTF</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/NsuVNhWxKIDT3vgrum7u">/pages/NsuVNhWxKIDT3vgrum7u</a></td></tr><tr><td>BTB:CTF</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/R1O6hq32yBrhS7Kh4X4m">/pages/R1O6hq32yBrhS7Kh4X4m</a></td></tr><tr><td>Husky Raid</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/i8uTeyAK3HV42YccEL1h">/pages/i8uTeyAK3HV42YccEL1h</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Capture The Flag (old)

## Capture the Flag

Capture the Flag (CTF)

### Required Items

* Flag Spawn
* Flag Delivery Plate

### Supported Game Modes

* Arena
* Big Team Battle (BTB) Flag
* One (1) Flag (Attack / Defend)
* Neutral Flag

{% hint style="info" %}
Flag Spawn and Flag Delivery Plate can be found in the Object Browser.

Object Browser > Gameplay > Game Modes
{% endhint %}

<figure><img src="/files/fxoRYCRVSzX6mBEhWfl8" alt=""><figcaption><p>Capture the Flag Setup Overview</p></figcaption></figure>

### Game Mode Knowledge and Understanding

When playing Capture the Flag (CTF) in Arena, it auto detects two Flag Spawns (Stands) and two Flag Delivery (Capture) Plates and will not spawn the other stands. Playing Capture the Flag in Big Team Battle, it detects all mode objects. This is also true for Neutral Flag game mode.

Big Team Battle Capture the Flag (CTF) is pretty similar to regular Arena Flag except there are three Flag Spawns. Only one flag is active at a time and will only change flag spawn location when the enemy team captures the flag.By having three flag spawns, this will create different gameplay experiences throughout the entirety of the match. Strategically place the flag spawners in locations that will create an unique combat experiences and add a level of difficulty to overtake from your opponents.

<details>

<summary>Fragmentation 3 BTB Flag Setup and Experience</summary>

The first flag is easier for a vehicle to steal the flag along with it being further away from the base. The second flag location is under the base and is a little hard to steal but CQC weapon setup has the upper advantage setup here. The third flag location is located on the base and is harder to steal. It has visible sight lines from all angles that help prevent attackers from easily taking the flag from the stand. When placing the flags in different locations, think about what kind of experiences you want the players (attack/defense) to have.

</details>

### Setup

{% hint style="info" %}
If the map is only designed for Arena Flag, Flag Stands 1 and 2 are not needed. Having all three flag spawns are only needed Big Team Battle CTF will be played.
{% endhint %}

If attacker or defender is referenced in the game mode,

* Team 1 (Eagle) = DEFENDER
* Team 2 (Cobra) = ATTACKER

Setting up Capture the Flag game mode, One Flag will work by default. Keep this in mind when setting up the teams, as it will be crucial to know where to place attacker vs defender game mode objects.

#### Object Properties Setup

{% hint style="info" %}
Settings will be applied in the Object Properties of the menu of each object.
{% endhint %}

**Flag Spawn (Stand) 1**

* Gameplay
  * Labels:
    * **Exclude CTF Multi**
    * **Include CTF**
    * **Flag Stand Spawner**
  * Team: **Set to desired team (Eagle or Cobra)**
* Advanced Properties
  * Flag Index: **1**

**Flag Spawn (Stand) 2**

* Gameplay
  * Labels:
    * **Exclude CTF Multi**
    * **Include CTF**
    * **Flag Stand Spawner**
  * Team: **Set to desired team (Eagle or Cobra)**
* Advanced Properties
  * Flag Index: **2**

**Flag Spawn (Stand) 3**

* Gameplay
  * Labels:
    * **Include CTF**
    * **Flag Stand Spawner**
  * Team: **Set to desired team (Eagle or Cobra)**
* Advanced Properties
  * Flag Index: **3**

**Neutral Flag Spawn (Stand)**

* Gameplay
  * Labels:
    * **Include Neutral CTF**
    * **Flag Stand Spawner**
  * Team: **Neutral**
* Advanced Properties
  * Flag Index: **1**

**Flag Delivery Plate**

{% hint style="info" %}
Must include one Flag Delivery Plate per team
{% endhint %}

* Gameplay
  * Labels:
    * **Include CTF**
    * **Flag Deliver Plate**
  * Team: **Set to desired team (Eagle or Cobra)**
* Advanced Properties
  * Delivery Index: **1**

{% hint style="info" %}
Flag Spawn (Stand) 3 - Should be paired with the Flag Delivery plate.

See Reference Image Capture the Flag Setup Overview - Flag Stand 3
{% endhint %}

### Useful Information

Giving forgers the capability to add a multitude of labels, allows the map to be diversely setup rather than having multiple variants of the same map tailored to a specific game mode.

The default CTF game mode setup above, the label “Include CTF” will set the object to spawn for **ALL CTF MODES**. There are now several new labels that can help determine whether the object should be included into the game mode. If there is a need to separate objects for each CTF variant (One Flag, BTB Flag, Neutral Flag, Multi Flag, Rank), the option is now there.

Better understanding of the use of CTF labels in the Object Properties.

| Label Name          | Description                                          |
| ------------------- | ---------------------------------------------------- |
| Include CTF         | Object will spawn in all CTF game modes              |
| Include Ranked      | Object will spawn in Ranked game modes               |
| Include CTF Multi   | Object will only spawn in Multi CTF (Cobra vs Eagle) |
| Include CTF Neutral | Object will only spawn in Neutral Flag CTF           |
| Include CTF One     | Object will only spawn in One Flag CTF               |
| Include BTB         | Object will only spawn in BTB Flag CTF               |
| Exclude CTF         | Object will NOT spawn in all CTF game modes          |
| Exclude Ranked      | Object will NOT spawn in Ranked game modes           |
| Exclude CTF Multi   | Object will NOT spawn in Multi CTF (Cobra vs Eagle)  |
| Exclude CTF Neutral | Object will NOT spawn in Neutral Flag CTF            |
| Exclude CTF One     | Object will NOT spawn in One Flag CTF                |
| Exclude BTB         | Object will NOT spawn in BTB Flag CTF                |


# Strongholds

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# King of The Hill

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# Oddball

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# Firefight

The gameplay loop and different variants of the Firefight mode in Halo Infinite.

There are two core variants of Firefight in Halo Infinite: Firefight:King of The Hill (FFKOTH) and Firefight:Custom. FFKOTH is considered the main mode of Firefight and Firefight:Custom is a base mode for Forgers to build custom experiences on.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Firefight KOTH</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/Y8Fk7VB1m2fdu5CBvdqD">/pages/Y8Fk7VB1m2fdu5CBvdqD</a></td></tr><tr><td>Firefight Custom</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/4ojd2FZwWspsSsgfEUzz">/pages/4ojd2FZwWspsSsgfEUzz</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Firefight KOTH

How to configure your own Firefight KOTH modes and levels.

<figure><img src="/files/roD6XCwtxwoaqS4t7Ute" alt=""><figcaption></figcaption></figure>

## Mode Config

By default, the mode is set up with predetermined squad definitions and the overrides to allow this built-in config are enabled.

<div><figure><img src="/files/JyS6ImGqpb9exeSEBxMv" alt=""><figcaption><p>Overriding the AI Spawners on the level is required for the Override AI Placements Source setting to matter.</p></figcaption></figure> <figure><img src="/files/sc3jPMNswkGfADBIG3Cm" alt=""><figcaption><p>This setting determines if the mode will use 343's preconfigured Firefight experience, or if it will override it.</p></figcaption></figure></div>

These settings can be changed to make the mode pull lists from the Mode Options, or from the level itself. By default, the mode will override the settings on spawners placed on the level and use a configuration that we cannot see nor edit provided by 343 as the stock behavior of the mode.

The stock mode options provides a robust experience with a variety of enemies preselected. You can still control the flow of combat by deciding \*when\* specific spawners would be used (using the Subgroup Index setting), and it doesn't require configuring spawners with enemies.

Using the custom waves gives players easy ways to create modes like Gruntpocalypse and expect to be able to play them on any level that is properly configured for the base mode. To use the custom waves in the game mode settings, Override Map AI Placements must be set to `TRUE` and Override AI Placements Source must be set to `Custom`.\
\
To use the settings of spawners to decide which enemies to spawn, Override Map AI Placements simply needs to be set to `FALSE`.

### Wave Config

<figure><img src="/files/ikAkoaMTDW8OvRh4tTNE" alt=""><figcaption></figcaption></figure>

<details>

<summary>Wave Options</summary>

* Custom Wave A
* Custom Wave B
* Custom Wave C
* Custom Wave D
* Custom Wave E
* Custom Wave F
* Custom Wave G
* Standard Brutes 1
* Standard Brutes 2
* Standard Brutes 3
* Standard Elites 1
* Standard Elites 2
* Standard Elites 3
* Standard Grunts 1
* Standard Grunts 2
* Standard Grunts 3
* Standard Hunters 1
* Standard Hunters 2
* Standard Jackals 1
* Standard Jackals 2
* Standard Jackals 3
* Standard Jackal Sniper
* Standard Marines 1
* Standard Marines 2
* Standard Marines 3
* Standard Skimmers 1
* Standard Skimmers 2
* Standard Skimmers 3

</details>

<figure><img src="/files/XGnjKLhSePFatBtCbH4Y" alt=""><figcaption><p>Custom Waves can be set up with up to 5 unit types apiece.<br>All spawnable units are available to be selected.</p></figcaption></figure>

## Minimum Object Placements

* 5 KotH Capture Zones w/ Label `Firefight Objective` and `Firefight KOTH Include`
  * Each one must have a unique Group Index, set from 1 to 5
* 5 Zone Capture Plates\* w/ Label `Firefight Plate`
  * To affiliate one with a hill, just place it inside that hill's boundary
* 5 AI Spawners set to Team 2 w/ Label `Firefight Spawner`
  * If all of your spawners are only set to Subgroup Index 1 and/or Subgroup Index 2, only the spawners set to Subgroup Index 1 will trigger and they will only trigger as if they were set to Subgroup Index 1, even if they are also set to Subgroup Index 2\*\*\*
    * Setting any spawners to Subgroup Index 3 will solve this issue
  * It will not matter what you set the enemies to on the spawner
  * There must be at least 1 each for Group Indexes 1-5
    * Generally, you would want to have many more than 1 spawner per Group Index
  * Triggered By Script should be set to `ON`
* 1 Weapon Pad or Rack\*\*
* 1 Equipment Pad\*\*

\* *Not required for the mode to function, but required for full UX and for Matchmaking standards*\
\*\* *Required because the "Weapon Drop" code can't run without them, which breaks the mode logic.*\
\&#xNAN;*\*\*\* This is because there is currently an off-by-one error, Subgroup Index 1 does nothing, Subgroup Index 2 behaves as Subgroup Index 1 should and 3-10 cycle instead of 2-10.*

## Configuring Hills

Aside from applying the `Firefight Objective` and `Firefight KOTH Include` labels, and setting the desired size of the boundary, each hill only needs the Group Index set. The Group Index is what determines the order of the hills as the game progresses.

* Group Index 1 will always be the first, as this allows you to curate the player's experience at spawn and create more consistent experiences, which can make or break someone's enjoyment when they play your content for the first time.\*
* Group Indexes 2-10 will cycle randomly by default, but will progress in order if Sequential Sets is set to `TRUE` in the mode settings.\*
  * If the hills are cycling randomly, they will only each be used once per cycle, after which they will all become eligible again for the next randomized cycle.
  * Subgroups 6-10 are not relevant unless you are designing a modified version of Firefight KOTH, they are not needed for the base experience.

\* *There is an off-by-one error, Subgroup Index 1 does nothing, Subgroup Index 2 behaves as Subgroup Index 1 should and 3-10 cycle instead of 2-10. This should be expected to eventually be fixed.*

## Configuring Spawners

WARNING: It appears that duplicating spawners can cause issues with their Group Index configuration. If you are having issues with your spawners you can't explain and you created them by duplicating other spawners, it may be as simple as replacing them with freshly placed spawners from the menu.

Aside from setting up enemies for bespoke experiences, which is not required for stock Firefight KoTH, the important settings for Spawners are all in the Indexes section. To be clear, this means you only need to set up the enemies on the spawners themselves if you are using a variant of the mode that doesn't have Override Map AI Placements enabled.

### Group Index

Group Index determines which hill the spawner will be affiliated with, which allows players to curate where enemies are coming from for each hill. Each spawner can only have a single Group Index.

<figure><img src="/files/Ur6M3Vg475CxRPAC9s0U" alt=""><figcaption></figcaption></figure>

### Subgroup Indexes

Subgroup Indexes are different in that spawners can be assigned none or all of them. While Group Indexes determine which hill must be active for the spawner to be active, the Subgroup Index determines the juncture at which the spawner will be triggered during that phase.

<figure><img src="/files/wDPH2Qdn9HBVb8adWFDz" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/jdkj4ShJj0Nr9vGAUpNz" alt=""><figcaption><p>Group Index and Subgroup Index control when a spawner is called during play.</p></figcaption></figure>

#### Subgroup Index 1\*

* Triggered *once*, when the hill is incoming.

#### Subgroup Indexes 2-10\*

* Triggered in sequence as the enemies from the prior spawn event are defeated, looping back to the start after all subgroups with members have been triggered.
* This sequence ends with the hill has reached 5% capture progress and the boss wave is spawned.
* NOTE: Subgroup 2 is currently bugged. It works, but not by itself. Subgroup 3 must also be used on at least one spawner per hill for Subgroup 2 to function during that hill's phase.

\* *There is an off-by-one error, Subgroup Index 1 does nothing, Subgroup Index 2 behaves as Subgroup Index 1 should and 3-10 cycle instead of 2-10. This should be expected to eventually be fixed.*

#### Subgroup Index Boss

* Triggered *once*, when the hill has reached 75% capture progress for the first time by Team 1.
* The named enemy (a.k.a. the boss) will always attempt to spawn in a phantom spawner if there is one assigned to this Subgroup Index.
* Because Indexes 2-10 cycle and any of them could be active, or becoming active, when the boss wave triggers, it is important to have phantom spawners not be assigned to any of Subgroups 2-10 if they are assigned to the boss wave and to also make sure that phantom spawners assigned to the boss wave would not collide with phantoms from that hill's other spawners.

## Match Flow

Each phase of play consists of a hill spawning in and being captured, followed by progression to the next phase. In the mode settings, these phases are referred to as 'Sets'.

Hills and Spawners are assigned to each set using the Group Index setting. For an unmodified Firefight KotH, only Group Indexes 1-5 are relevant, but 6-10 will also work if used and paired with a properly configured mode variant.

### Set Start

* Hill Incoming Nav appears
* "Initial Guards" spawn
  * The mode selects up to 4 spawners with the current Set's Group Index that are assigned to Subgroup Index 1 and triggers them.\*
  * Less than 4 spawners being available will still function, but will reduce the number of AI that spawn. Smaller levels, like Live Fire, only use 3 spawners for Subgroup Index 1 for each Set.\*

\* *There is an off-by-one error, Subgroup Index 1 does nothing, Subgroup Index 2 behaves as Subgroup Index 1 should and 3-10 cycle instead of 2-10. This should be expected to eventually be fixed.*

### Reinforcements

* Once about 2/3 of the Initial Guards have been defeated *and* 5% capture progress has been achieved by Team 1, reinforcements will begin to spawn, starting with spawners set to Subgroup Index 2.\*
* Similarly to how the initial guards are spawned, the mode will select up to 4 spawners to trigger.
* As each group of reinforcements is defeated, the next assigned subgroup of spawners for that set will be triggered. When there are no more spawners assigned to higher subgroups, it will loop back around to checking for spawners assigned to Subgroup Index 2.\*
  * If there are no spawners assigned for a given subgroup, that subgroup will be skipped.

\* *There is an off-by-one error, Subgroup Index 1 does nothing, Subgroup Index 2 behaves as Subgroup Index 1 should and 3-10 cycle instead of 2-10. This should be expected to eventually be fixed.*

### Boss Wave

* Once Team 1 has reached 75% capture progress, the Boss Wave triggers and no new reinforcements will be spawned for the current Set.
  * Because this can happen right after reinforcements spawn, this can cause spawners to be used in quick succession. This can cause issues with phantom spawners and in tight spaces with regular spawners.
* The boss enemy themselves will be prioritized to spawn from a phantom spawner if one is available and will use a random (properly configured for the current set) spawner if one is not.
* Spawners not used by the boss enemy during the boss wave will spawn support squads. Because of this, it is prudent to not spread these out too much, or the boss wave might be too easy.
* Defeating the boss and their cadre does not automatically capture the hill, but it does put the hill in an 'accelerated capture' state, where capture progress is considerably faster.

### Capture

* Capturing the hill does not kill the boss and their cadre, leaving them for the player to deal with as they make their way to the next hill.
* Once the hill has been captured, the next chosen Set is activated and its hill and initial guards are spawned in.

## Other Considerations

\
Magic Sight should be set to `ON` for spawners that produce AI you want to ensure find the players and should be left disabled for spawners that produce AI that you want players to encounter more organically, like snipers that need to not see players unless they step into designated danger zones.

Live Fire and other small levels prepared by 343 only use Subgroup Index 1, 2, and Boss, while Deadlock (a BTB level) uses 1-5 and Boss. Use the scale of these levels and how complexly their subgroup index config is done as your metric for how much depth is needed to prepare the mode on your levels.

While 343-prepared Firefight levels seem to function just fine with only Subgroup Indexes 1, 2 and Boss set, this does not work when setting up the mode from scratch on your own levels. Subgroup Indexes 1, 2, and 3 must all be used at least once per Group Index for things to function properly.\*

\* *This is because there is an off-by-one error, Subgroup Index 1 does nothing, Subgroup Index 2 behaves as Subgroup Index 1 should and 3-10 cycle instead of 2-10. This should be expected to eventually be fixed.*

**Contributors**\
Captain Punch\
Artifice\
Green\
JoValiant\
Connor Kennelly


# Firefight Custom

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{% endcontent-ref %}


# Firefight: Gauntlet

A cooperative Firefight mode where four players survive five battle arenas by defeating champions and managing AI aggression.

<figure><img src="/files/LBNfniwRs2mR0S5f4fXP" alt="Cover image"><figcaption></figcaption></figure>

Firefight: Gauntlet is a high-intensity cooperative mode where four players must navigate a series of five battle arena simulations. Players progress through these arenas by defeating waves of enemies and arena champions, managing their resources and attributes to survive increasing difficulty.

## Arena Survival and Progression

In each match, players face five battle arenas in a randomized order. Each arena is defended by endless waves of enemy forces that can only be stopped by defeating the arena's champions. Waves within a battle arena become more intense over time, and if players take too long to defeat the champions, the Harbinger will enter the combat. As players progress through the map's five battle arenas, the difficulty level of the enemy AI also increases.

### Player Attribute Upgrades

Between arena simulations, players have 30 seconds in a hub area to restock weapons and equipment. During this period, players can redeem points at designated terminals to upgrade four specific player attributes:

* **Damage**: Increases the damage dealt by weapons and melee attacks.
* **Recovery**: Reduces the time required for shields and health to begin restoring after taking damage.
* **Resistance**: Increases the amount of damage shields and health can withstand before a player is downed.
* **Speed**: Increases the speed of all player actions, including player movement, reload speed, and recovery from performing melee attacks.

Each attribute features four upgrade tiers that alternate between weak and strong improvements. Players begin with one upgrade point, and additional points are earned by completing rounds or achieving specific objectives.

<figure><img src="/files/xxndss8qNEU6H7Ro32GK" alt="Upgrade terminals and armory"><figcaption><p>Players can use upgrade terminals in the hub to improve their attributes and access the armory.</p></figcaption></figure>

### AI Aggro and Reviving

The mode utilizes an "AI Aggro" system to track how enemy attention is distributed among the team. Eliminating enemies attracts attention, while standing within a Shroud Screen can reduce it. The player with the most enemy attention is marked by VIP visual effects and becomes the primary target for arena champions. This attention distribution can be viewed using the on-screen Custom Input prompt.

{% hint style="info" %}
A player's enemy attention level is reset immediately upon respawning.
{% endhint %}

If a player is downed, they drop a revive orb. Teammates can use the interaction button on the orb or deploy a Repair Field to revive them. If no revival occurs, downed players will automatically respawn after 30 seconds. A match is a victory if all five arenas are completed, but results in defeat if all four players are downed simultaneously.

<figure><img src="/files/8b7LPiAJ25SC1xCPff17" alt="Player in combat"><figcaption><p>Combat involves fighting through waves of enemy AI units within the arenas.</p></figcaption></figure>

## Armory and Equipment

The hub area contains a weapon cache that restocks after champions are defeated.

<figure><img src="/files/V8lxa0FqSlBpFsPZTKhZ" alt="Weapon cache"><figcaption><p>The hub area features a weapon cache area for restocking equipment between arenas.</p></figcaption></figure>

While power weapons are randomized and restocked in the armory, power equipment is equipped from the armory but does not restock between arenas.

### Power Equipment

Different types of power equipment provide unique tactical advantages and drawbacks:

* **Active Camo**: Removes all current enemy AI attention from the player.
* **Overshields**: Instantly refills health and shields and provides 15 seconds of invincibility, though activating them draws all enemy attention to the player.
* **Repulsors**: Stun non-champion enemies, though arena champions are immune to this effect.

<figure><img src="/files/KHJJ5GJ2vkTArcn3n6Y1" alt="Armory radial menu"><figcaption><p>The armory radial menu can be accessed via a Custom Input prompt when standing in the designated zone.</p></figcaption></figure>

#### Randomization Elements

To ensure varied gameplay, several elements are randomized each match:

* The order of the five battle arenas.
* The types of enemy waves encountered.
* The specific champions present in each arena (champions may use Active Camo to remain hidden).
* The power weapons available in the armory restock slots.
* The weapons of defeated champions, which become available in the next armory restock.

## Supported Forge Maps

Two Forge maps are specifically designed for compatibility with the Gauntlet mode:

* **Munera Platform H6**: Features arenas including a Banished train car, a volcanic UNSC base, and a Flood-infested Forerunner facility.
* **Munera Platform W4**: Features arenas including a pristine Forerunner chamber, a UNSC hanger, and a Banished excavation site.

<figure><img src="/files/iRK0vyiHj2EizVKTQPS2" alt="Munera Platform H6"><figcaption><p>The Munera Platform H6 map features a battle arena set within a Flood-infested Forerunner facility.</p></figcaption></figure>

<figure><img src="/files/pCyzluCDhnJ8kGvDbVK7" alt="Munera Platform W4"><figcaption><p>The Munera Platform W4 map includes a battle arena located in a UNSC hanger.</p></figcaption></figure>

<figure><img src="/files/LBNfniwRs2mR0S5f4fXP" alt="Gauntlet playlist artwork"><figcaption><p>The Gauntlet playlist artwork depicts a team of Spartans defending a ramp against various forces.</p></figcaption></figure>

## Known Issues

### Menus

* Certain stats in the Post-Game Carnage Report (PGCR) scoreboard, such as Rounds Won, Max Killing Spree, Grenade Kills, Headshot Kills, Melee Kills, and Power Weapon Kills, may display a value of “0” after a match.

### Gameplay

* Players joining a match already in progress will start with only 1 upgrade point.
* Long Gamertags may overlap when viewing the “Enemy AI Aggro” status.
* Players may occasionally become temporarily stuck in place; movement typically restores after a few seconds.
* Players downed at the end of a round may rarely fail to transition back to the hub area. In these cases, they are moved to the next arena once the restock period ends.

***

## Source Data

* Discord thread: [Firefight: Gauntlet](https://discord.com/channels/220766496635224065/1503098103102832803/1503098103102832803)

#### <mark style="color:green;">Contributors</mark>

Okom


# Infection

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# Invasion

Guidelines for configuring maps to support the official Invasion game mode.

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Invasion is an asymmetrical, 8v8 objective mode featuring two rounds, each divided into three distinct phases. Drawing inspiration from *Halo: Reach*, the mode includes various objectives such as Capture the Zone, Assault, Core Delivery, and Deliver the Payload.

## Match Structure and Spawning

Invasion matches progress through three distinct phases, with each completed phase earning the team a point. A team can earn up to three points per round.

### Phase Details

The requirements and available resources change as the match progresses through its phases:

| Feature           | Phase 1    | Phase 2        | Phase 3                        |
| ----------------- | ---------- | -------------- | ------------------------------ |
| Spawn Orders      | 11, 12, 13 | 21, 22, 23     | 31, 32, 33                     |
| Objective Order   | 1          | 2              | 3                              |
| Loadouts Per Team | 2          | 3              | 5                              |
| Vehicle Tiers     | Tier 1     | Tier 1, Tier 2 | Tier 1, Tier 2, Tier 3, Tier 4 |
| Power Weapons     | None       | Yes            | Yes                            |

### Loadouts

The mode pits UNSC against Banished-affected Spartans. Players select from various loadouts that change depending on the current phase.

#### UNSC Loadouts

* **Phase 1**
  * Scout: MA5K Avenger, Frag Grenades, Threat Seeker
  * Sentry: MK50 Sidekick, Frag Grenades, Drop Wall
* **Phase 2**
  * Warrior: MA40 Assault Rifle, MK50 Sidekick, Frag Grenades, Drop Wall
  * Operator: CQS48 Bulldog, Frag Grenades, Quantum Translocator
  * Skirmisher: VK78 Commando, MA5K Avenger, Frag Grenades, Thruster
* **Phase 3**
  * Headhunter: BR75, VK78 Commando, Frag Grenades, Shroud Screen
  * Healer: CQS48 Bulldog, MK50 Sidekick, Frag Grenades, Repair Field
  * Marksman: Bandit Evo, MA40 Assault Rifle, Frag Grenades, Grappleshot
  * Sentinel: VK78 Commando, MA5K Avenger, Frag Grenades, Thruster
  * Heavy: MLRS-2 Hydra, MA40 Assault Rifle, Frag Grenades, Overshield

#### Banished Loadouts

* **Phase 1**
  * Sentry: Mangler, Spike Grenades, Thruster
  * Scout: Needler, Plasma Grenades, Active Camo
* **Phase 2**
  * Marksman: Vestige Carbine, Plasma Pistol, Spike Grenades, Repulsor
  * Hunter: Heatwave, Spike Grenades, Drop Wall
  * Sapper: Ravager, Needler, Plasma Grenades, Thruster
* **Phase 3**
  * Headhunter: Bandit Evo, Pulse Carbine, Spike Grenade, Grappleshot
  * Warrior: CQS48 Bulldog, Mangler, Spike Grenade, Threat Sensor
  * Sentinel: Sentinel Beam, Vestige Carbine, Spike Grenade, Repulsor
  * Medic: Pulse Carbine, MA40 Assault Rifle, Spike Grenade, Repair Field
  * Dark Assassin: Duelist Energy Sword, Disruptor, Plasma Grenades, Active Camo

### Buddy Spawning

A unique mechanic in Invasion is Buddy Spawning, which allows players to spawn directly on a randomly assigned teammate. This assignment is reciprocal and remains the same for the full match. If a buddy leaves the match, the ability to Buddy Spawn is lost.

{% hint style="info" %}
Buddy Spawning is subject to several conditions: the buddy must be alive (for at least five seconds), possess full health and shields, be clear of active engagements, and have an empty seat if they are in a vehicle.
{% endhint %}

When spawning on a buddy, the player will face the same direction as that teammate. Alternatively, players can choose to spawn at the Left, Middle, or Right spawn zones.

## Configuration and Setup

Map creators must configure specific gameplay objects and labels to ensure the Invasion modules function correctly.

### Gameplay Module Labels

Each module requires specific labels to identify its items and objectives.

#### Assault Module

* **All Assault Items:** Bravo
* **Generic Bomb:** Assault Bomb
* **Generic Zone Sites:** Assault Site
* **Site Plate:** Assault Plate
* **Bomb Spawn:** Assault Bomb Spawn

<figure><img src="/files/trW8yragunywaaHX685e" alt="Assault Setup Brain"><figcaption><p>This node setup handles the logic for the Assault module.</p></figcaption></figure>

#### Zone Capture Module

* **All Zone Capture Items:** Alpha
* **Generic Hills:** King of the Hill Zone

<figure><img src="/files/e6tlgP1LZbcvlYGwxc5c" alt="Zone Capture Setup Brain"><figcaption><p>The logic for the Zone Capture module manages capture site properties.</p></figcaption></figure>

#### Payload Module

* **All Payload Mode Items:** Delta
* **Payload Zone:** Strongholds Zone
* **Payload Crate:** Yankee
* **Payload Cart:** Xray
* **Payload Totem:** Tango

<figure><img src="/files/0ouRIndegkIX0QBsIWFS" alt="Payload Setup Brain"><figcaption><p>This node setup manages the parameters for the Payload module.</p></figcaption></figure>

#### Core Delivery Module

* **All Core Delivery Items:** Charlie
* **Generic Flag:** Flag Stand Spawner
* **Capture Plate:** Flag Delivery Plate

To ensure the module functions correctly, the object's spawn order must match the phase in which the Core Delivery module is being used.

<figure><img src="/files/vCKTHCTArtT0ZQtAbGU1" alt="Core Delivery Properties"><figcaption><p>The object properties for the core include specific configuration settings.</p></figcaption></figure>

<figure><img src="/files/xoQq3XZ2LqnwbO4YkgkS" alt="Core Delivery Properties"><figcaption><p>These properties define the parameters for the core delivery module.</p></figcaption></figure>

<figure><img src="/files/ndMGkto6ji2O0xNxWKTy" alt="Core Delivery Flag"><figcaption><p>The flag setup uses specific labels to identify the flag stand spawner.</p></figcaption></figure>

<figure><img src="/files/0hgW1pcZeZdy7FGA8Boq" alt="Core Delivery Capture Plate"><figcaption><p>The capture plate properties are used to manage the delivery of the core.</p></figcaption></figure>

### Vehicle Configuration

Vehicles should be placed using a vehicle object rather than a classic or vehicle spawner. They do not require Invasion-specific labels and do not use waypoints. To set up vehicles, assign the appropriate Spawn Order (1, 2, or 3) for the intended phase and set the Respawn property to "Off."

Vehicle tiers and their respective respawn timers are as follows:

* **Tier 1 (5s respawn):** Mongoose, Razorback
* **Tier 2 (10s respawn):** Brute Chopper, Ghost, Gungoose, Rockethog, Warthog
* **Tier 3 (30s respawn):** Banshee, Boss Chopper, Wasp, Falcon
* **Tier 4 (90s respawn):** Scorpion, Wraith

### Scavenging and Equipment

Weapons are available throughout all phases and can be found on pads, lockers, drop pods, and chests. Weapon spawns are "Red Racked," meaning a single weapon will not respawn until the previously spawned weapon has been despawned. The respawn time for these weapons is 10 seconds. Normal weapon spawns in lockers and trunks do not use waypoints.

Grenades and equipment are tied to player loadouts rather than map spawns. However, these items can be collected from players who have dropped them upon death.

### On Map Events

The Invasion mode automatically fires "On Map Events," which map creators can use to trigger custom functions or map-specific logic.

<figure><img src="/files/N7OnwdpXe6J86m1wSZZ4" alt="On Map Events Brain"><figcaption><p>The On Map Events Brain manages the execution of custom events.</p></figcaption></figure>

<figure><img src="/files/dezKK3ec6ppEDXeCN8wy" alt="Brain 1"><figcaption><p>The first brain node setup is used to manage custom map events.</p></figcaption></figure>

<figure><img src="/files/P6PhdVOOeEddZKnmm52z" alt="Brain 2"><figcaption><p>The second brain node setup provides additional event handling.</p></figcaption></figure>

<figure><img src="/files/xgFQ03bvOmCvW8px4cfS" alt="Brain 3"><figcaption><p>The third brain node setup manages map-specific triggers.</p></figcaption></figure>

<figure><img src="/files/tNpN70mA9A8kJCULADNT" alt="Brain 4"><figcaption><p>The fourth brain node setup enables unique map functions.</p></figcaption></figure>

## Custom Player-Defined Phases

Players can create custom phases by using the built-in custom modules. These modules allow for the definition of unique invasion content within a match.

* **Custom Modules:**
  * Echo: Custom Module 1
  * Foxtrot: Custom Module 2
  * Golf: Custom Module 3

<figure><img src="/files/4mgJAeXYDokf7vVogQsU" alt="Custom Modules"><figcaption><p>The Echo, Foxtrot, and Golf labels allow for the definition of custom invasion content.</p></figcaption></figure>

The mode identifies the next phase by searching for all objects with labels at the spawn order of that phase. If any objects are found, the system sets the module ID and calls the start event for that module.

<figure><img src="/files/dYOi6psZHx35c5QZfKn6" alt="Phase Flow Logic"><figcaption><p>The system identifies the next module by searching for objects with specific labels at the current phase's spawn order.</p></figcaption></figure>

A custom module begins with the top function found in a script brain on the map and ends when the forger calls a lower function through a custom win condition script. To signal that a custom phase is complete, map creators must use an "On Map Event" to call the `Custom.AdvanceToNextPhase()` event.

<figure><img src="/files/sU6Bnyy1UAb7aJhIv78H" alt="Phase Advancement"><figcaption><p>Creators can use an on map event to call the Custom.AdvanceToNextPhase() event to signal phase completion.</p></figcaption></figure>

***

## Source Data

* Discord thread: [Invasion Setup](https://discord.com/channels/220766496635224065/1501455397322756197/1501455397322756197)

#### <mark style="color:green;">Contributors</mark>

Max Extra\
Okom


# Land Grab

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# Attrition

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* Dodgeball
* Elimination


# Extraction

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# Total Control

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# Stockpile

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# Big Team Battle Heavies

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# Minigame

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# Nav Mesh

Topics about Nav Mesh and NPC Units in Halo Infinite, and how to implement them with the Forge tool.

The Nav Mesh section focuses on the objects, technical details and applications for the navigation mesh in Halo Infinite.

A nav mesh is the platform for [NPC Units](/forge/nav-mesh/npc-units) to navigate around a level, and while it has been used in previous Halo titles with internal tools for campaign AI, Halo Infinite is the first installment where editing the nav mesh on a Forge map is available to the Forgers.

Having a well designed and thorough nav mesh setup on your level is essential for experiences that rely on pathfinding such as [Firefight:King of The Hill](/forge/modes/firefight/firefight-koth), but also a good habit to make sure that the level can be played with bots, if enough players can't be gathered for an experience. A working nav mesh setup is also mandatory for matchmaking experiences that may utilize [bot backfill](broken://pages/XMhSNwCgFl1gbfB32Hcm).

Nav mesh is used by bots and AI to navigate around a level just like how players can. Nav mesh can only be built and inspected on Forge canvas-based levels, and is generally not an option on dev-made levels. While the nav mesh can't be inspected on dev-made levels, it is still present on them, otherwise bots couldn't pathfind on the level.

Nav Objects are objects used to alter the generation of nav mesh in Halo Infinite's Forge, which will impact how [bots](/forge/nav-mesh/npc-units/bots) and [AI](/forge/nav-mesh/npc-units/ai) navigate around the level. Usually nav mesh should be built once and then the nav mesh coverage inspected to see what is missing and can be fixed with the help of the nav objects.

* Nav Seed Points
* Nav Helpers
* Nav Cutters
* Bot Nav Markers

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Nav Objects</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/MPKxydqLWKXy9BcW3yOk">/pages/MPKxydqLWKXy9BcW3yOk</a></td></tr><tr><td>Nav Mesh Generation</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/BpmLL7s9nGdHlJ1yKH7E">/pages/BpmLL7s9nGdHlJ1yKH7E</a></td></tr><tr><td>Game AI</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/UgHf7zbdmzxKDQRgBllQ">/pages/UgHf7zbdmzxKDQRgBllQ</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Building Nav Mesh

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# Nav Mesh Generation Root Points

What Nav mesh generation Root Points are and how they behave.

This article explains what Nav mesh generation Root Points are and how they behave.

### What is a Root Point?

A Nav mesh generation Root Point is an object that has the property to generate Nav mesh data from it as long as the object's origin point is close enough to geometry that you can generate Nav mesh on.

### List of known Nav mesh generation Root Point objects

* Nav Seed Point
* Spawn Point \[Respawn]
* Spawn Point \[Initial]
* Spawn Point \[Backup] (including the [invisible Backup Spawn Points](/forge/spawning/respawning/backup-spawn-points#invisible-backup-spawn-points))
* Team Intro Arrow Front
* Team Intro Line Left
* Team Intro Line Right

<figure><img src="/files/5r2sJKgH0YUT1mavTcPi" alt="Image showing different Spawn Point objects generating Nav mesh data"><figcaption><p>Visualization showing Nav mesh data generated from different Spawn Points.</p></figcaption></figure>

{% hint style="info" %}
The Nav hints in the image are placed just so the Nav mesh can connect to each platform and the generated Nav mesh data can be shown in one image.
{% endhint %}

### Effective radius

The effective radius from the origin point of a Nav mesh generation Root Point object is 4.98 units. Meaning that as as long as the geometry you want the Root Point to effect on is within a 4.98 unit spherical radius from the Root Point object's origin point, it will connect to and try generating Nav mesh on that surface.

<figure><img src="/files/hVRcZI1NuoxUdUqoirHu" alt="Image showing different Spawn Point objects generating Nav mesh data"><figcaption><p>Visualization showing Nav mesh data generated from different Spawn Points.</p></figcaption></figure>

{% hint style="info" %}
Intersecting a Root Point like a Nav Seed Point with the geometry is not necessary, and only still results in the same outcome due to there being said \~5 unit effective radius where the Root Point object can still have its Nav mesh generating effect on the surface.
{% endhint %}

### Blocking Root Points

The Nav mesh generation effect of a root point can be blocked by covering the effective radius of the Root Point within a Nav Cutter with its Type set to `Ground`.

Keep in mind that you need to cover the effective radius of the Root Point and not just the object's origin point within the boundary of the Nav Cutter. Setting the size of a Nav Cutter's boundary to `12, 12, 12` and having it's origin point position be the same as the Root Point will be enough to overcome the effective range reliably.

***

**Contributors**\
Okom


# Fixing Nav Mesh Build Issues

Solutions to common errors that prevent Nav Mesh from building.

| Error                                                                                                                                  | Error meaning                                                                                                  |
| -------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------- |
| Navigation data generation failed                                                                                                      | There is no place on the level where Nav Mesh can generate                                                     |
| <p>Navigation data generation failed<br>Data size exceeded maximum. Reduce the amount or complexity of related content in the map.</p> | The size of the Nav Mesh data file exceeds the maximum file size                                               |
| <p>There was a problem with the Dedicated Server.<br>Please try again.</p>                                                             | Your active Forge session got an automatic server time-out after 10-20 minutes of attempting to build Nav Mesh |
| Generation skipped : content already up-to-date                                                                                        | The engine deems the Nav Mesh data to be unchanged and won't run a new generation                              |
| Game crash                                                                                                                             | Most likely same issue as the Dedicated Server error                                                           |

## Error solutions

### "Navigation data generation failed"

* Make sure at least one [Nav Mesh generation root point](/forge/nav-mesh/building-nav-mesh/nav-mesh-generation-root-points) is not blocked by e.g. geometry or a Nav Cutter, and is able to generate nav mesh. Nav Mesh generation root points include Nav Seed Points and all Spawn Point objects, except AI Spawners.
  * This error often occurs when you have no Spawn Points or Nav Seed Points placed on your map and you are blocking all of the [invisible Blackup Spawn Points](/forge/spawning/respawning/backup-spawn-points#invisible-backup-spawn-points) on the canvas floor with a Nav Cutter.

<figure><img src="/files/tNtuBbUa9F36NugrFbFW" alt="Image of the first Nav Mesh generation error"><figcaption><p>The error message for "Navigation data generation failed"</p></figcaption></figure>

***

### "Navigation data generation failed Data size exceeded maximum. Reduce the amount or complexity of related content in the map."

* Reduce the complexity of the generated Nav Mesh data.\
  To reduce complexity, either hide objects that are contributing to the Nav Mesh data via the eye icon in the [folder structure](/forge/forge-basics-and-ui/forge-interface/folders) or cover said objects within the boundary of a Nav Cutter.
  * Hiding objects or covering them with Nav Cutters will exclude them from the data that the Nav Mesh generation has to parse through.
* After disabling excess object geo, make sure that the Nav Mesh data is not generating on the canvas floor and possibly escaping the playable canvas area. These factors can add a lot of complexity to your Nav Mesh data especially on complex canvases like Mires.
  * The most common reason why Nav Mesh might generate on the canvas floor is due to invisible Blackup Spawn Points acting as Nav Mesh generation root points. To mitigate this, block said root points so they do not cause Nav Mesh to generate from them.
* This error means that you are hitting a hard-coded limit of Nav Mesh data size, instead of a server timeout limit. Reducing the complexity of the generated Nav Mesh data should work here.
  * This can be confirmed by trying to build Nav Mesh on the same map version in [Forge via Custom Game](/knowledge/forge/exploits/forge-via-custom-game-ucn), which will result in the same error, instead of no error, as this is not a session timeout issue.

<figure><img src="/files/ql4xsNYw0PlWGT0PY0ez" alt="Image of the second Nav Mesh generation error"><figcaption><p>The error message for "Navigation data generation failed, Data size exceeded maximum. Reduce the amount or complexity of related content in the map."</p></figcaption></figure>

***

### "There was a problem with the Dedicated Server. Please try again."

* Reduce the complexity of the generated Nav Mesh data.\
  To reduce complexity, either hide objects that are contributing to the Nav Mesh data via the folder structure or cover said objects within the boundary of a Nav Cutter.
  * Hiding objects or covering them with Nav Cutters will exclude them from the data that the Nav Mesh generation has to parse through.
* After disabling excess object geo, make sure that the Nav Mesh data is not generating on the canvas floor and possibly escaping the playable canvas area. These factors can add a lot of complexity to your Nav Mesh data especially on complex canvases like Mires.
  * The most common reason why Nav Mesh might generate on the canvas floor is due to invisible Blackup Spawn Points acting as Nav Mesh generation root points. To mitigate this, block said root points so they do not cause Nav Mesh to generate from them.
* This error means that you are hitting an arbitrary session timeout threshold, which kicks you out of the Forge session if it detects that nothing has happened for a set amount of time.
  * This can be confirmed by trying to build Nav Mesh on the same map version in Forge via Custom Game, which will show the true result of the Nav Mesh generation as there is no session timeout threshold in custom games Forge.
  * Often times you will see that the Nav Mesh will generate in custom games Forge just fine. Use this method to evaluate whether your map would be able to build Nav Mesh if there were no timeout restrictions in place.
  * The custom games Forge Nav Mesh build method will not make the built Nav Mesh show up on your live Forge file, it is merely a way to debug the issue at hand, but not necessarily a way to solve it.

<figure><img src="/files/toLCMFaA73UkaOe5vCru" alt="Image of the third Nav Mesh generation error"><figcaption><p>The error message for "There was a problem with the Dedicated Server. Please try again."</p></figcaption></figure>

***

### "Generation skipped : content already up-to-date"

* Duplicate an object and delete the duplicate to update the Nav Mesh calculation state and try to build Nav Mesh again.
  * Sometimes when you've made adjustments to your map such as only moving some objects, the Nav Mesh calculation state might not get be updated, which requires a forced temporary change to make the game realize that there really has been a change.

<figure><img src="/files/dB8u6gR5IZt8h7LEybeC" alt="Image of the fourth Nav Mesh generation error"><figcaption><p>The error message for "Generation skipped : content already up-to-date"</p></figcaption></figure>

***

### Game crash

* Refer to the solution for the error: "There was a problem with the Dedicated Server.\
  Please try again.".

#### <mark style="color:green;">Contributors</mark>

Okom


# How To Use Nav Mesh (old)

Properly setup your Forge map that supports Bot gameplay.

### Required Objects

* Nav Seed Point
* Jump Hint Two Way
* Bot Nav Marker

### Steps

#### Place Nav Seed Point in desired location

{% hint style="info" %}
If your forge map does not use the natural terrain of the forge canvas or if the base flooring is combination of natural terrain and forge pieces, placing a Nav Seed Point helps with Bots being playable on your forge map.
{% endhint %}

<figure><img src="/files/2ovLEqLwSkPsmTgciUyv" alt=""><figcaption></figcaption></figure>

#### Open the Build Menu and build Nav Mesh

* To get to the Build Menu, hold the **Y** button on the controller to access the Tools Menu and move the thumbstick to the right and select **Build Menu**
* Navigate down the list of build options, highlight **Nav Mesh** and then select **Build Selected** to build the Nav Mesh on the forge map.

<figure><img src="/files/qHAJYtqWavRtw6hD7Teo" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/hT9OiG9FFRM6LiioGow4" alt=""><figcaption></figcaption></figure>

#### Turn on Nav Mesh Visualization

* Open the Forge Menu and navigate over to **Tool Settings**.
* Scroll down through the list of tool settings to Nav Mesh Visualization and turn **On** the setting.

{% hint style="info" %}
If you cannot see the Nav Mesh on your map, make sure your crosshairs are pointed towards the floor and not a wall.

If you still can't see the Nav Mesh, validate the Nav Seed Point is placed on the ground and rebuild the Nav Mesh data.
{% endhint %}

<figure><img src="/files/gltUmqevqulNOaQ0O3Ka" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/68csmc5QQKkfubqoYGHh" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Validate Bot gameplay after initial Nav Mesh build, this is a good time to verify the all areas are fully populated for Bot movements.
{% endhint %}

#### If extra Bot movement pathing is needed, it might be useful to place an extra Nav Seed Point

* Placing another Nav Seed Point will help Bots to identify all intended playable spaces.

<figure><img src="/files/KEBjYPT7g5gIVcbfIB5m" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/bPlLvsgzYF12BN42lSmI" alt=""><figcaption></figcaption></figure>

#### Using Jump Hints to help Bot traversal movements

* If the intended jump hint was not built properly with the default Nav Mesh build, you can place either a Jump Hint One Way or Jump Hint Two Way to help Bots understand the intended jump spaces.

<figure><img src="/files/3s6lCjP66Z8vnRkeAtRB" alt=""><figcaption></figcaption></figure>

* When placing a Jump Hint, make sure the bottom corners of the volume are merged into the geo for the Jump Hint to populate properly.

<figure><img src="/files/aVBpZ1s3YVrQpfbzVptp" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Bots have a max jump height, so validate the jump hint is not too high or too far of a jump for the bot.
{% endhint %}

#### Place and Name Bot Nav Markers for setting up neighbor options - Workflow Enhancement

* Place Bot Nav Markers around the map on points of interests
* Name each explore point uniquely so it's easier to find within the folders and when setting up the neighbor options for a better workflow experience.
  * If setting up each explore point uniquely isn't the best workflow for you, you can still use the default **Bot Nav Marker** and add a unique description to the location for identifiable reasons
* Another approach is by creating a separate folder in your 'Forge Menu - Folders', name the folder as **Nav Markers** and set that folder as your working folder.

<figure><img src="/files/Il8YsWFcEaS1h00K6bMJ" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/8ww2XIdTRJ9rOMesu1IK" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/KJOYYAhOgd9bSUB8lSOv" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
When you're completed placing Nav Markers, to change your working folder so that you are not spawning unwanted objects in the incorrect folder.
{% endhint %}

#### Setting up Neighbor Options

{% hint style="info" %}
**What are Neighbor Options**

Neighbor Options is when the bot is navigating around the map and when gets to its destination point and it will then determine which Bot Nav Marker it wants to go towards next.

If a bot requires a weapon, game mode objective or an enemy player they will prioritize objectives before heading towards the next location.

When testing or playing your map and if you see bots clustered in one location, it usually means the bots don't have another Nav Marker to go towards, objectives to complete or weapons they don't need on the on the map.
{% endhint %}

Once all the Nav markers have been properly placed and labeled, Neighbor Option can now be set up.

In the example below, you'll notice theres a Nav Marker location labeled the "Pit" set up as a point of interest for neighbors bots to explore next. Bots do not travel in a 'straight line' from one location to the next, the lines are just representative of the area the bots will explore next.

<figure><img src="/files/n3uFVUI2xNZCiSAuztGe" alt=""><figcaption></figcaption></figure>

In a real map you will need to have more than just four Nav Markers set up and you will need to set up them up like intersections for roadway.

<figure><img src="/files/mZpZgmoxc493u4kDkBuW" alt=""><figcaption></figcaption></figure>

### Other Notes

1. Bots will also look for Item spawners on the map along with understanding objects.
2. Bots understand how to play objectives, for instance the bot will hide the Oddball or Flag if you have the Bot Nav Marker set to hidden for those Game Modes. Make the Bot Nav Markers are properly setup for the Game Modes by setting the labels to put **CTF Include** and set up the team for that hiding spot. This will help prevent the bot from hiding the stolen stolen flag in the enemy's base. When setting up for Oddball, set the **Oddball Include** label and set the team to **Neutral**.


# NPC Units

Topics about bots and AI in Halo Infinite that utilize nav mesh pathfinding to navigate around levels and make decisions.

NPC Units in Halo Infinite means the computer-controlled bots and AI that utilize the nav mesh on a map for pathfinding and decision making. Understanding the behavior and decision making mindset of NPC Units can help Forgers create better level experiences that incorporate them.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Bots</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/JGUTpuTXMsFmt357LFGe">/pages/JGUTpuTXMsFmt357LFGe</a></td></tr><tr><td>AI</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/O3U03KqsRociQKkqop9y">/pages/O3U03KqsRociQKkqop9y</a></td></tr><tr><td>Behavior</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/z1sjHxJ7CBHAQTTzfk4d">/pages/z1sjHxJ7CBHAQTTzfk4d</a></td></tr><tr><td>Ambitions</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/XBUYtfArSKeXY04yki2P">/pages/XBUYtfArSKeXY04yki2P</a></td></tr><tr><td>Max Jump Heights and Distances</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/dLC6HVi2cjmcr7jcvHis">/pages/dLC6HVi2cjmcr7jcvHis</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Bots

Details about bots in Halo Infinite.

{% hint style="warning" %}
This article is a stub. You can help TSG Forge Wiki by expanding it.
{% endhint %}

{% content-ref url="/pages/GM351bN7cTWtKE8mn777" %}
[Submitting Content to the Wiki](/community/contributing-to-tsg-forge-wiki/submitting-content-to-the-wiki)
{% endcontent-ref %}

Bots are a new addition to the Halo franchise as Halo Infinite is the first title with built-in bot support. Bots are computer-controlled player bipeds who act based on information they are given about the current situation in the match.

Bots operate mostly based on pathfinding the nav mesh on a level so having a well supported nav mesh on your level is crucial for a great bot gameplay experience.

* Bot difficulties
* Bot spawning


# AI

Topics about

{% hint style="warning" %}
This article is a stub. You can help TSG Forge Wiki by expanding it.
{% endhint %}

{% content-ref url="/pages/GM351bN7cTWtKE8mn777" %}
[Submitting Content to the Wiki](/community/contributing-to-tsg-forge-wiki/submitting-content-to-the-wiki)
{% endcontent-ref %}

* AI character types
* AI spawning


# Lighting

Topics about the lighting of a level in Halo Infinite, and the capabilities of it.

The Lighting section focuses on the different ways lighting can be modified on a level in Halo Infinite. The lighting adjustment capabilities that Halo Infinite's Forge allows are the more vast than any previous Halo titles, ranging from broad strokes with the sunlight settings to small adjustments of reflections, light probes and a myriad of object-based lighting options.

## Learn more about

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Settings, Object-Based Lighting</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/Kdq1ENn5hCyT5GVF42K9">/pages/Kdq1ENn5hCyT5GVF42K9</a></td></tr><tr><td>Settings, Global Lighting</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/p697JwKtcFiZI7mEEK5S">/pages/p697JwKtcFiZI7mEEK5S</a></td></tr><tr><td>Lighting Modifiers</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/dsYNlDv4vb5qn9EXK5KA">/pages/dsYNlDv4vb5qn9EXK5KA</a></td></tr><tr><td>Building Lighting</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/PruYoFVu12dKbfSQ63ER">/pages/PruYoFVu12dKbfSQ63ER</a></td></tr><tr><td>FX</td><td><a href="/files/kFsqDSFNa3XnlNitRwNU">/files/kFsqDSFNa3XnlNitRwNU</a></td><td><a href="/pages/pbfnHYTJ0QfVx9jBm5bi">/pages/pbfnHYTJ0QfVx9jBm5bi</a></td></tr></tbody></table>

***

#### <mark style="color:green;">Contributors</mark>

Okom


# Light Object Settings

Adjustable lighting settings within a light source object.

Detailed information about what the various lighting settings do on a light source object. The basic light settings including brightness and color are combined into a single article, while the other options have their own article as each setting is unique in their own way.

* Basic Light Settings
* Minimal Roughness
* Near/Far Begin
* First Person Contact Shadows
* Cone
* Animation
* Oriented Bounding Box (OBB)
* Area Light
* Light Group


# Light Objects (old)

## Light Properties

<figure><img src="/files/FDOxbsGLxvNphs0nGya6" alt=""><figcaption><p>Light Properties</p></figcaption></figure>

| Property Name                     | Description                                                                                    |
| --------------------------------- | ---------------------------------------------------------------------------------------------- |
| Type                              | Sets the light to be "Spot" (directional) or "Point" (omnidirectional).                        |
| Color                             | Changes the color of light source.                                                             |
| Brightness                        | How bright the light is.                                                                       |
| Outer Cone Angle (Only Spot Type) | Angle/Frustum of the outer spotlight cone. (Reference Image Light Source Outer-Inner Cone)     |
| Inner Cone Angle (Only Spot Type) | Angle/Frustum of the inner spotlight cone.                                                     |
| Source Size                       | Modifies the softness of the light source. (Reference Image Light Source Outer-Inner Cone)     |
| Light Range                       | Distance at which the light falls off.                                                         |
| Cast Static Shadows               | Enables shadows for static objects.                                                            |
| Cast Dynamic Shadows              | Enables shadows for dynamic objects, adds additional expense.                                  |
| Shadow Start Distance             | Distance from source at which the shadows start. (Reference Image Light Shadow Start Distance) |

<figure><img src="/files/tRDaNZrFqx18rTDVxQl5" alt=""><figcaption><p>Light Source Outer-Inner Cone</p></figcaption></figure>

<figure><img src="/files/6THPDSn6aewP9UMOw6ac" alt=""><figcaption><p>Light Shadow Start Distance</p></figcaption></figure>

## Animation

{% hint style="info" %}
Animations are used to create Flickering lights
{% endhint %}

<figure><img src="/files/edXfKKPgEXKHdEbLV0xh" alt=""><figcaption><p>Animation Properties</p></figcaption></figure>

| Property Name | Description                                                     |
| ------------- | --------------------------------------------------------------- |
| Type          | Applies an animation to the light.                              |
| Rate          | Changes the Light animation Speed (Higher faster, lower slower) |

## Cone

{% hint style="info" %}
Light cones are versatile, cheap to render billboard objects. Used to create fake lighting effects, such as, light rays, fog, mist, smoke. Also used to create depth and pathing.
{% endhint %}

<figure><img src="/files/A0zP1jVK5z92QMDyfrYt" alt=""><figcaption><p>Cone Properties</p></figcaption></figure>

| Property Name       | Description                                                                                                                                                              |
| ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Type                | The light cone attached to the object. (Reference Image Types of Light Cones)                                                                                            |
| Intensity           | How bright the light cone is.                                                                                                                                            |
| Length              | Changes the length of the light cone; Stacking multiple light cones over one another, or the larger the light cone takes up on screen, the more performance cost it has. |
| Width               | Changes the width of the light cone; Stacking multiple light cones over one another, or the larger the light cone takes up on screen, the more performance cost it has.  |
| Fade Start          | Distance from player when the light cone starts to fade.                                                                                                                 |
| Fade End            | Distance from player when the light come completely fades.                                                                                                               |
| Enable Parent Light | Toggles the light to be on/off; used when only a light cone is desired.                                                                                                  |

<figure><img src="/files/WgZr5e2vfaTM6mLOca0H" alt=""><figcaption><p>Types of Light Cones</p></figcaption></figure>

![Fade Start/End Example](/files/kJrm6I7GHYvK6IidBCdC)

![Enable Parent Light Example](/files/1OATe4EBWEjTYJLvDN2Z)

## Gobo

{% hint style="info" %}
Gobos are patterns projected from lights to give different lighting results. Examples being water caustics, faking shadows, or placing a Banished logo.
{% endhint %}

<figure><img src="/files/sOl1YHJZaprIKBRattVc" alt=""><figcaption><p>Gobo Properties</p></figcaption></figure>

| Property Name    | Description                                                                                                                                                                                           |
| ---------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Gobo Information | There can only be a limit of 4 Unique gobos rendering at the same time. Duplicates work fine, but 5+ gobos in close proximity still rendering will cause the gobos to flicker or not render correctly |
| Type             | Applies a stencil (pattern) projected from the light (Only works on "Spot" lights). (Reference Image Types of Gobos                                                                                   |

<figure><img src="/files/l8nqFE5WYspnB6AXADHx" alt=""><figcaption><p>Types of Gobos</p></figcaption></figure>

## OBB

{% hint style="info" %}
OBB's (Oriented Bounding Box) are used Primarily as a performance tool, clamping light pixels to have more performant heatmaps (Use the Light/Shadow Heatmaps to see light pixel influence)
{% endhint %}

<figure><img src="/files/N6KAqKHZzM3jBK2Vu80S" alt=""><figcaption><p>OBB Properties</p></figcaption></figure>

| Property Name          | Description                                                                    |
| ---------------------- | ------------------------------------------------------------------------------ |
| Enable OBB             | Toggles on/off OBB (Reference Images below )                                   |
| Scale with Light Range | Automatically scales the bounds if ""Light Range" changes                      |
| Lower X Bound          | Moves 1 side of the bounding box, setting can not be higher than Upper X Bound |
| Upper X Bound          | Moves 1 side of the bounding box, setting can not be higher than Lower X Bound |
| Lower Y Bound          | Moves 1 side of the bounding box, setting can not be higher than Upper Y Bound |
| Upper Y Bound          | Moves 1 side of the bounding box, setting can not be higher than Lower Y Bound |
| Bottom                 | Moves the Bottom of the Volume                                                 |
| Top                    | Moves the Bottom of the Volume                                                 |
| Show                   | Always render OBB Volume                                                       |

<figure><img src="/files/squ8lggaSLkdrkUiOafR" alt=""><figcaption><p>OBB Adjusted</p></figcaption></figure>

<figure><img src="/files/UYzWfhve8NSjHI9FdLaL" alt=""><figcaption><p>OBB Default</p></figcaption></figure>

![Debug On/Off](/files/J7cXUz0lWvlm83CZmfZw)

#### Contributors

Nitro\
Tyler | Lighting Artist\
Captain Punch


# Global Lighting Settings

Adjustable lighting settings on a global, level-wide scale.

Detailed information about the available options to manipulate the global lighting on a level such as adjusting the sky and sun color. These settings can be adjusted both on Forge canvas-based levels and dev-made levels.

* Sun
* Sky
* Light Bounce
* Fog


# Fog (old)

## Atmospheric Fog

<figure><img src="/files/wIe31ypXPPUzhjtDqBFD" alt=""><figcaption><p>Atmospheric Fog Properties</p></figcaption></figure>

| Property Name          | Description                                                                                                       |
| ---------------------- | ----------------------------------------------------------------------------------------------------------------- |
| Fog Offset             | Distance to offset the fog falloff from where fog starts to the horizon                                           |
| Fog Near Falloff       | Distance from player when atmospheric fog starts rendering                                                        |
| Fog Intensity          | Sets the atmospheric fog density                                                                                  |
| Fog Falloff Up         | Atmospheric fog falloff going upwards from the horizon                                                            |
| Fog Falloff Down       | Atmospheric fog falloff going down from the horizon                                                               |
| Sky Fog Intensity      | How much Fog is in the atmosphere                                                                                 |
| Inscattering           | The amount of light that scatters throughout the atmosphere (Reference Image Inscattering)                        |
| Fake Inscattering Tint | Sets a false color scatter thorough the atmosphere \| Inscattering must be under 1 (Reference Image Inscattering) |

![Inscattering](/files/o7SpAOCbwvGYbfBaEe3f)

## Volumetric Fog

<figure><img src="/files/JIuKjUQwQu6SFjCDDfZw" alt=""><figcaption><p>Volumetric Fog Properties</p></figcaption></figure>

{% hint style="info" %}
Volumetric Fog simulates a 3D fog that can be used to create light rays, take in color from lights, or provide a general haze around world.
{% endhint %}

| Property Name | Description                                                 |
| ------------- | ----------------------------------------------------------- |
| Color         | Sets color                                                  |
| Density       | How thick the volumetric fog is                             |
| Enabled       | Toggles volumetric fog On/Off                               |
| Far Range     | Distance from player when volumetric fog "Stops" rendering  |
| Near Range    | Distance from player when volumetric fog "Starts" to render |

## Fog Intensity

Fog Intensity is a parameter available on Generic lights that allows users to adjust the amount of volumetric fog emitted by the light source. This setting is proportional to the overall volumetric fog settings configured in the Map settings. However, it provides a localized control, enabling users to customize the fog intensity for specific lights. This feature is especially useful when you want to create diverse atmospheres by varying fog levels between different areas illuminated by lights.

**Notes:**

* Volumetric fog must be enabled in the Map settings.
* The fog density should be set above 0 for Fog Intensity adjustments to take effect.
* The fog color must not be set to black for this feature to work properly.

Additionally, understanding the concept of near and far ranges is essential:

* If you observe the fog disappearing as you approach an object, it indicates the near range in action. Volumetric fog doesn't render up close to the camera, ensuring a clear view of nearby objects.
* Conversely, if the fog vanishes in the distance, it signifies reaching the light's far range. Beyond this point, volumetric fog does not render, creating a defined boundary for the fog effect.

By manipulating Fog Intensity, creators can craft visually compelling environments with precisely tailored fog effects, enhancing the overall atmosphere of their scenes

<figure><img src="/files/0qFlko3hsm8SjAqyufEg" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/iich1TIYuhjpyTYmSaX1" alt=""><figcaption></figcaption></figure>

**Contributors**\
Tyler | Lighting Artist\
Captain Punch\
Nitro\\


# Tool Settings (old)

## Light Data

The Light Data settings are mostly for Debug/Performance tools. Checking how your probes are being lit, and performance of your lights and shadows placed around the map. Extremely useful for performance as you will know if there are hotspots to adjust for lighting. Also will show you why there will be artifacts in your lighting like a black void in your indirect. That will usually mean that there are probes in geo and you will need to move the geo or adjust the spacing to get them out of there.

<figure><img src="/files/ZVmafUbd0pvHAynb8z4i" alt=""><figcaption><p>Light Data Tool Settings</p></figcaption></figure>

| Property Name        | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Display Light Probes | Toggles the display of the light probes (Reference Image Display Overlay Probes)                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| Overlay Heatmaps     | <p>Shows Overlap for lights and shadows, the higher the number overlap the more expensive the pixels in that cluster are. Best to use OBB Volume it help the overlap cost, adjust light cone angle, or delete lights (Reference Image\_</p><ul><li>Light Heatmap (How many lights are overlapping, a performance debug mode. The brighter the color from Blue (A0, no local lights, cheap) to Beige (A9, many local lights, very expensive) are how expensive that section of your map is.</li><li>Shadow Heatmap (How many shadow are overlapping, a performance debug mode. The brighter the color from Blue (A0, no shadows, cheap) to Beige (A9, many shadows, very expensive) are how expensive that section of your map is.</li></ul><p><em>Notes: For lower specs if <strong>shadows</strong> go to "<strong>4</strong>" (Reference Image Overlay Heatmap) you will see flickering in your shadows. Use OBBs to adjust overlap.</em></p> |

![Display Overlay Probes](/files/vXUFkaF1IiiNfz02JGd4)

<figure><img src="/files/zTsl0DR0Z57kcEbtLK55" alt=""><figcaption><p>Overlay Heatmap</p></figcaption></figure>


# Light Bounce (old)

## Light Bounce

<figure><img src="/files/Z4QkyOAutfPa4Zd8BL52" alt=""><figcaption><p>Light Bounce Properties</p></figcaption></figure>

{% hint style="info" %}
Light bounce is a combination of the Sun, Local lights, and any Emissives near air probes (Indirect lighting). Increasing will have strong indirect effects around the map and changing color will give a universal color to all indirect lighting. If you would like to sample these contributors separately set to "no Color" (Defaults to white and uses whatever color is near a specific probe).
{% endhint %}

| Property Name | Description                                                                             |
| ------------- | --------------------------------------------------------------------------------------- |
| Intensity     | Changes the brightness of the bounce lighting from the Sun, Local lights, and emissives |
| Tint Override | Changes color of bounce light (Reference Image Tint Override)                           |

![Tint Override](/files/o7SpAOCbwvGYbfBaEe3f)

#### Contributors

Nitro\
Tyler | Lighting Artist


# Sunlight (old)

## Sunlight & Directional Sunlight

{% hint style="info" %}
Sky light is a general ambience around the map that can see the sky. Directional Sky light changes the color of the probe in a cardinal direction, an example of using it, is if I want one side of my map that is heavy in shadow to have more blue, say North, then I would set North Override to a blue color. Then if I wanted the opposite side to be Pink I would set South Override to pink.
{% endhint %}

| Property Name        | Description                                                                                                                                                                                                                                               |
| -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Intensity            | Changes the brightness of the sky lighting.                                                                                                                                                                                                               |
| Tint Override        | Changes color of sky lighting.                                                                                                                                                                                                                            |
| Directional Skylight | This changes the indirect lighting for Sky lighting per side of a probe. An example for this use is if you wanted to change your sun shadow colors on one side of the map but keep the other as a different color. (Reference Image Directional Skylight) |
| Top Override         | Changes Color of sky lighting coming from above the map.                                                                                                                                                                                                  |
| North Override       | Changes Color of sky lighting coming from the North.                                                                                                                                                                                                      |
| South Override       | Changes Color of sky lighting coming from the South.                                                                                                                                                                                                      |
| East Override        | Changes Color of sky lighting coming from the East.                                                                                                                                                                                                       |
| West Override        | Changes Color of sky lighting coming from the West.                                                                                                                                                                                                       |

![Directional Sunlight](/files/QVchKgm6aOnn6RxWeGWR)

#### Contributors

Nitro\
Tyler | Lighting Artist


# Sky Rendering (old)

## Sky Rendering

<figure><img src="/files/brBS9IpL0pgB1UtAM67N" alt=""><figcaption><p>Sky Rendering Properties</p></figcaption></figure>

{% hint style="info" %}
Sky rendering is how we are able to adjust our skyboxes in Forge. Simulating Night time, Noon, or a bright pink sky with a purple sun. Using the color palette and sun positioning a variety of skybox atmospheres made.
{% endhint %}

| Property Name      | Description                                                                                                                 |
| ------------------ | --------------------------------------------------------------------------------------------------------------------------- |
| Sky Intensity      | Set the brightness of the sky.                                                                                              |
| Sun Intensity      | Sets the brightness of the sun.                                                                                             |
| Sky Tint           | Sets color of the Sky (Reference image Sky Rendering)                                                                       |
| Sky Tint Intensity | How intense the sky color is                                                                                                |
| Sun Tint           | Sets the color of the sun. Change Sunlight Color Override to set the color of the sunlight. (Reference image Sky Rendering) |
| Sun Tint Intensity | How intense the sun color is                                                                                                |

![Sky Rendering](/files/70TBUQRWqlAGE6UmtsAD)

#### Contributors

Nitro\
Tyler | Lighting Artist


# Sunlight & Sun Direction (old)

## Sunlight & Sun Direction

<figure><img src="/files/n6LuP0KKVyrvgNIJxjX2" alt=""><figcaption><p>Sunlight Properties</p></figcaption></figure>

{% hint style="info" %}
Controls the Sun direction, intensity, and color. A good note is that the sun will still render even going past 90 degrees on the horizon. Unless it is wanted, or you would like to have a fully interior map with no sun contribution, set the intensity to 0 and it will save performance but turning the sun "off".
{% endhint %}

| Property Name  | Description                                                                             |
| -------------- | --------------------------------------------------------------------------------------- |
| Intensity      | Changes the brightness of the sunlight                                                  |
| Color Override | Changes the color of the sunlight                                                       |
| Sun Direction  |                                                                                         |
| Sun Yaw        | <p>Cardinal direction sun</p><p>position (Left and Right) (Reference Image Sun Yaw)</p> |
| Sun Pitch      | Time of day sun position (Up and Down) (Reference Image Sun Pitch)                      |

![Sun Yaw](/files/NyfycZWz0ZVxmvENQeRw)

![Sun Pitch](/files/GeW00Hk3JzSSDYNiwkuq)

#### Contributors

Nitro\
Tyler | Lighting Artist




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