High level steps to creating a Balsa part mod
Download and install Unity Hub
Install Unity 2019.4.25f1
Download the SDK project
Create Part in Blender
Remove Camera and Light
Export as FBX
Open SDK Project
Import your part to Unity and set it to Read/Write Enabled Import part into Unity scene
Remove Camera from Unity Scene
Remove Light from Unity Scene
For the imported part, rename the part to the desired name in the Inspector
Click on Tools > Floating Origin Interactive > Experimental > Part Setup Tools
The tool will add all the basic scripts to your part
Once the scripts are setup, you can add nodes/ports/planes
fore or aft for front and rear nodes for attaching your craft via connection points
surf for surface attachments
Resource Ports are required for parts that need/provide resources
In Balsa
Engines provide Drive power via DriveShaft node
Engines need Electric or Fuel to work
Need an Input Actuator to interact with the throttle
Propellers need Drive power and connect to the DriveShaft node
Propellers will be covered in a separate document
Fuel/Electrical require a Resource Port to provide resources
Duplicate the Mesh that you imported, and add in a Mesh Collider, set it to Convex
If it is not a Mesh collider, ignore the Convex requirement
Rename the duplicated mesh "collider"
Remove the Mesh Renderer and Mesh Filter from the collider
Add in the reference sizers from Assets > balsa.sdk > assets > shared > reference
Resize part to match the desired reference part on the Resize child
Remove the reference part
For the nodes, there are guide arrow, one Yellow, the other Gray
Correct the orientation till:
Fore: Gray is pointing Y+ and Yellow is Z+
Aft: Gray is pointing Y+ and Yellow is Z-
Srf: Yellow is pointing Y+ and Gray is Z+
Click on Tools > Floating Origin Interactive > Part Asset Bundle Export Tools
Click Get Prefabs from Scene
Select the parts to process via checking/unchecking their selection box to the right
Click on Pre-Process Enabled Part Prefabs
This should populate the scripts fields, verify the fields for sanity
Add in extra scripts as needed for resources, engines, et al
Configure all the scripts, note they (mostly) have tool tips for guidance
**remember that Part: Part Name must be unique
**For the Part script, be sure to
Click on Tags
Set Size to 1
Add in the part type, IE Engine, Motor, et al
Click on Open Asset Bundle Browser {and build}
Click on the Build tab
Set the Output path
Click on Build
Click on Post-Process Asset Bundles
Click on Generate ModCFG File
**If the CFG is in a separate folder, be sure to copy it to the project folder
**If the output is NOT set to F:\SteamLibrary\steamapps\common\BALSA Model Flight Simulator Playtest\Addons\*modFileNameHere* then copy the files from output to your mod folder name
Cross your fingers and load the game