code editor stuff after clicking a block or a set of blocks, they are considered selected. you can then use copy, paste, and cut commands on them as well as delete them the same way you would on stuff like google docs (done by pressing CTRL+C, CTRL+V, CTRL+X, and the delete key, respectively). you probably know this also works in the costume editor with whatever you select, but it also works with the sound editor (except cutting for some reason). you can load projects to replace the contents of your existing project, even if it's already shared. you can utilize this to effectively update projects like games without breaking everything in the original project. i recommend saving the project as a copy, making the update on that copy, saving it to computer, and loading it to update the current version of the project. save a copy of a project for when you've added/are about to add something pretty significant, that way you have a failsafe and something to compare it to. especially useful for larger projects. if you accidentally delete a costume, backdrop, sound, or an entire sprite, you can click the "Edit" tab and locate the option to restore the thing you just deleted. (you might already know this but it's still super worth pointing out) you can right click most UI elements in the editor to save them as SVGs. you can force the "thing of thing" block into the sprite it's referencing by copying it over (drag it into the sprite). this can be useful for clones because thing of thing is based on the original sprite. this same method can be used for backdrop and sprite-exclusive blocks, although most of them break when you do this. when you try to copy a sprite-only variable to the backdrop, it will become a global variable named "Stage: [variable name here]". so don't do that. random number blocks also work with decimals and will randomize any digits you give it. so if i put random number from 10.000 to 12.000, i could get something like 11.652. you can force text values into blocks that usually only allow numbers by cramming a join block and using one of its text fields, or a variable with a text value. this works in any round boxes (not squares) this has some uses. for example, if you cram in "random" or "any" as the # list item, it returns a random item from the list. for list items, "last" also works and returns the last item in the list. you can also force "all" into a "delete () of list" to have it work as a "delete all of list" block. this functionality is left over from scratch 2.0, apparently. some blocks have values that are actually circular with dropdowns. you can put values into these with either the join method, variables, or anything else you can think of. this works for "go to (Sprite)", "point towards (Sprite)", "glide x seconds to (random position)", "broadcast (message)", etc. costume editor stuff moving things in the costume editor with arrow keys scales off of how much the camera is zoomed in/out. this is very important, actually. so if you wanna be super precise with where you move stuff, you can zoom in a ton and use arrow keys you can hold the alt key while resizing things to make sure they stay at their original shape. this trick can also be used to make perfect circles and squares when you create them. you can hold shift with an arrow key to move an object in larger increments than with just the arrow keys. you can also hold shift while rotating an object to rotate it 45-degree increments. very cool the reshape tool exists and is pretty useful sometimes. if something looks kinda weird on stage but not in the costume editor, just cover the costume with an invisible rectangle (that is, a rectangle with no fill or outline). if you wanna make something bigger than Scratch lets you, you can switch to a blank costume, make the size really big, and then switch back. you can also do the opposite, switching to a really big costume to make something super small. it helps to make separate costumes for parts you wanna add to a larger costume. that way you can use the costume centering thingy and not have to worry about all the layering. grouping similar stuff/stuff making up one part of a costume also really helps. when the fill tool has its color set to a gradient, you can actually set where the gradient is positioned, which you can't do otherwise. misc. make thumbnail by saving the project. whatever the stage looks like when it's saved will be the thumbnail. you can set its ghost effect to 100 (making it invisible) and then click the stop sign (clearing all effects). you can also show it temporarily and hide it when the project starts. you can use the "surprise" option when creating a new sprite and make a project based on the random sprites it gives you. good if you have no ideas or wanna challenge yourself (i've never done this, it's just an idea)