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 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
*Create a Child Empty and name it: model
*Create a Child Empty to model and name it: Resize
*Create a Child Empty to Resize and name it: mesh
*Create a Child Empty to Resize and name it: collider
Copy the Mesh Filter and Mesh Renderer to the mesh child from the upmost Parent
Remove the meshes from the upmost Parent
Copy the collider or create the collider to the collider child from the mesh
*Note that the collider must be Convex, if it is not, delete the collider and create the collider as Convex
*If copied from the upmost Parent, then remove the collider from there once done
Create a Child Empty to model and name it node_fore (or node_srf)
node_fore or node_aft for front and rear nodes
node_surf for surface attachments
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
On the upmost Parent, click Add Component and add the following scripts
Scripts > BalsaAddons >
Part
Part Model
Part Physics
Scripts > BalsaAddons >
Part Icon Fitter
On the nodes (IE: node_fore) add the script
Scripts > Attach Node
Fore:
Id: fore
Type: Stack
Aft:
Id: aft
Type: Stack
Surface
Id: srf
Type: Surface
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