Scratch To Unity: Looks

Beginner Scratch Tutorial Unity

This post provides a handy reference guide to go from Scratch’s “Looks” category of code blocks to C# with Unity.

Friday March 01, 2019

I often resort to placeholder assets when putting together prototype projects. Unity’s built-in selection of primitive shapes like the Cube, Quad, Sphere and Capsule are very useful toward that purpose. More often that not, any other assets you work with will be created externally and then imported into Unity. This is especially true with something […]

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Code Blocks
Click on the picture of any of these Scratch code blocks to see how to write similar code statements in C#.

Glossary of Terms and Documents for Studying in Germany
Thursday December 13, 2018

Glossary of Terms and Documents for Studying in Germany From A-Z terms relating to studying in Germany as a foreigner explained. Abitur The German “Abitur” is the highest German school leaving certificate taken after having passed the secondary school final exam, following the completion of 12/13 schooling years in a German school in Germany or […]

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There is no direct equivalent to the “say” and “think” code blocks in Scratch. To create something similar, you will probably use Unity’s UI GameObjects. From the Hierarchy pane, click the “Create” button and then “UI” -> “Image” to create something which could display a picture of the speech or thought bubble (you will need to provide this asset yourself). Next, click the “Create” button and then “UI” -> “Text” to create a label where you can display your message.
To work with these UI components in code, you will need to add a using directive to your scripts:

using UnityEngine.UI;

And to program the delay between messages you can chain together coroutines like this:

Student Visa For Germany From India
Tuesday February 12, 2019

German universities attract a large number of Indian students. According to the latest enrollment data, India is the third most popular country of origin for international students in Germany. As of 2017/18 Winter Semester, 17,570 Indian students were attending university in Germany, 48% more than three years ago. A common problem that all these students […]

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IEnumerator Say(string message, float seconds)
var label = GetComponent<Text>();
label.text = message;
yield return new WaitForSeconds(seconds);

In Unity, you would probably implement a Scratch Sprite (and its costumes) as well as backgrounds with a “SpriteRenderer” component. Suppose you have a reference to a sprite and a sprite renderer (you can connect them in code or in the Inspector pane):

public Sprite sprite;
public SpriteRenderer spriteRenderer;

Then you could set the sprite you want to display like this:

spriteRenderer.sprite = sprite;

You might also use an “Animator” component to play animations of sprite sequences. I enjoyed Unity’s “2D Roguelike” tutorial project for learning this work flow. Click here to watch. Of course there may be many more “up-to-date” tutorials available on their website now.

You use the “Transform” component of a GameObject to control its size. Values of ‘0’ to ‘1’ for each of the axis would equate to 0% to 100% of the size:

transform.localScale = new Vector3(1, 1, 1);

When dealing with sprites, you can set a tint color on the sprite renderer:

var spriteRenderer = GetComponent<SpriteRenderer>();
spriteRenderer.color =;

Most of the effects that Scratch exposes will also not have direct equivalents built-in to Unity. You can however obtain many effects by the use of something called shaders. You can find shaders on the Unity Asset Store. Even better, shaders can be applied even to 3D objects, not just simple sprites.

There are a few ways to show and hide your objects in Unity. You could turn on or off an entire GameObject which also disables all of its components and any children GameObjects in the hierarchy:

gameObject.SetActive(true); // Show
gameObject.SetActive(false); // Hide

Or, if you want other components to remain active and simply don’t want to “see” the object, then you can disable whichever component renders the object to the screen. In the case of a “Sprite” it could be a “SpriteRenderer” component:

var spriteRenderer = GetComponent<SpriteRenderer>();
spriteRenderer.enabled = true; // Show
spriteRenderer.enabled = false; // Hide

In some cases you can make one object appear in front of another simply by positioning it in 3D space. You might use the “Transform” to set the “Z” position for example. “Sprite” components also have the concept of layers as well as an order within a layer.

var spriteRenderer = GetComponent<SpriteRenderer>();
spriteRenderer.sortingLayerName = "Background";
spriteRenderer.sortingOrder = 3;

See Unity’s documentation for more.
This should cover all of the code blocks in Scratch’s “Looks” category. If you have any questions about this reference guide feel free to ask below.
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