This article is about the assetpack that can be found here:

https://assetstore.unity.com/packages/3d/vehicles/sea/steamboat-fully-accessible-171082

This assetpack has been built in Unity2019.3. Since the 2019.x version Unity has a new approach on prefabs. Prefabs can be nested, which has great advantages. However, projects that use nested prefabs can not be imported into older versions of Unity. That is … it needs some work to get it working.

If you follow the guide below, it will take you about 30 minutes to have the Steamboat assetpack work in Unity 2018.4.

  1. To get the assetpack from the Unity Store, create a new 2019.x project and import.
  2. Once imported, rightclick the “steamboat” fodler in the projectview and select “export package”.
  3. In the “exporting package” window, make sure everything is selected and click “Export…”
  4. Choose a name and location for the export and click save.
  5. Now close the Unity project and open or create a Unity 2018.4x project.
  6. In this 2018.4x project, in the project view, rightclick the assets folder and select “Import Package”>”Custom Package”.
  7. Select the package you have just saved.
  8. In the “Import Package” window, make sure everything is selected, and click “Import”.
  9. When the import is ready, in your projectview, go to “Assets>Steamboat>Demoscene”. Open the scene called “Steamboat Demo Scene”.

10. In your hierarchy view, select “Steamboat”. You will see that in the scenewindow no meshes are shown. The only thing you see are collider outlines:

You will need to attach all meshes to the prefabs. This is a bit tedious, but luckilly it doesn’t take too much of our time. The principle of all prefabs/meshes is the same. However, I will describe all of them for your convenience. Let’s start.

11. In the hierarchy view unfold Steamboat. Next unfold “doors”. Shift select the doors as in the image below:

Now, in the inspector notice that the mesh is missing:

Click on the little circle to the right:

In the “Select Mesh” window, enter “door” in the searchfield. Next doubleclick “Door_u”

The doors have now been added:

We’ll continue this approach to get all meshes in place.

12. Unfold “Door II” , select “Door (6)”. In the inspector, click the little circle right tot the missing mesh again. Search for Door again, and doubleclick “Door_u”

13. Repeat this for “Door II (1)” And the separate “Door (6)”.

14. Open the “Stairs Railing” folder. Select “Railing_Stairs”:

In the inspector, click the little circle right to the missing mesh (from now on I will simply write “select the mesh”. In the inspector, select the mesh called “Railing_Stairs_u”.

15. In the hierarchy, select “Stairs_Front”. In the inspector, select the mesh called “Stairs_Front_u”

16. In the hierarchy, open the folder “Railing”. Shift select all “Railing_Mains”. In the inspector, select the mesh called “Railing_Main_u”.

17. In the hierarchy, shift select all “Railing_Floor3_Stairs_Inside”. In the inspector, select the mesh called “Railing_Floor3_Stairs_inside_u”.

18.In the hierarchy, shift select “Railing_Construct”. In the inspector, select the mesh called “Railing_Construct_u”. From now on I will write this as:

“Railing_Construct” –> “Railing_Construct_u”

19. “Railing_Construct_RINGS” –> “Railing_Construct_Rings_u”

20. “Stairs_Small_Right” –> “Stairs_Small_Right_u”. (note there are three of them)

21. “Holder” –> “Holder_u”

22. “Wheel” –>”Wheel_u”

23. “Bottom” –> “Bottom_u”

24.
“Floor3_part1” –> “Floor_3_part_1_u”
“Floor3_part2” –> “Floor_3_part_2_u”
“Floor3_part3” –> “Floor_3_part_3_u”

25.
“Cabin_part1” –> “Cabin_part1_u”
“Cabin_part2” –> “Cabin_part2_u”
“Cabin_part3” –> “Cabin_part3_u”
“Cabin_part4” –> “Cabin_part4_u”

26.
“Floor_2_part_1” –> “Floor_2_part_1_u”
“Floor_2_part_2” –> “Floor_2_part_2_u”
“Floor_2_part_3” –> “Floor_2_part_3_u”

27.
“Floor_1_part_1” –> “Floor_1_1_u”
“Floor_1_part_2” –> “Floor_1_2_u”
“Floor_1_part_3” –> “Floor_1_3_u”

28. Select all shutters.
“Shutter” –> “Shutter_u”

29. “Chimney_Small” –> “Chimney_Small_u”

30. “Chimney_Large” –> “Chimney_Large_u”

31. “Mast_Front” –> “Mast_front_u”

32. “Mast_Back” –> “Mast_back_u”

33. “Gangboard” –> “Gangboard”

The result so far:

Now we are almost there! Some of the prefabs have a mesh colliders, which we’ll need to point tot the right mesh.

The mesh collider can be found in the inspector view.

The following prefabs need a mesh collider (prefab in hierarchy view –> mesh in Meshcollider in inspector):

Railing_Stairs –> Railing_Stairs_u
Stairs_Front –> Stairs_Front_u

Railing_Construct –> Railing_Construct_u
Stairs_Small_Right –> Stairs_Small_Right_u
Bottom –> Bottom_u

Floor3_part1 –> Floor_3_part_1_u
Floor3_part2 –> Floor_3_part_2_u
Floor3_part3 –> Floor_3_part_3_u

Cabin_part2 –> Cabin_part2_u

Floor_2_part_1 –>Floor_2_part_1_u
Floor_2_part_2 –>Floor_2_part_2_u
Floor_2_part_3 –>Floor_2_part_3_u

Floor_1_part_1 –> Floor_1_1_u
Floor_1_part_2 –> Floor_1_2_u
Floor_1_part_3 –> Floor_1_3_u

That’s it, have fun!


In Blender, Shift-select the animated object ans its armature. So both are selected.

Go to File->Export, select FBX.

Next, browse to the folder where you want to export to, and enter an appropriate name.

Make sure to set the following configuration:

1. Check “Selected Objects”

2. At the right bottom, open the “Armature” settings and check “Only Deform Bones”, uncheck “Add Leaf Bones”

3. At the right top shift-select “Armature” and “Mesh”

Click “Export FBX”.

In Unity, Create a new folder under “Assets”. Give it an appropriate name (“Animations” in this example).

Now drag and drop your exported FBX file into this folder.

Done. From here on, you can setup and use the animation in Unity.