: Scratch does not use human-readable names for assets inside the ZIP container. Instead, files are named after their MD5 hash value followed by the file extension (e.g., b3cf64b20a112fbc41d24c0d4538e12d.svg ). The project.json file references these exact hash names to load the correct assets.
Allows you to run SB3 files at 60 FPS and use high-quality pen rendering.
: Change the file extension from .sb3 to .zip . You can then extract it to see a project.json file and various asset files (like .svg , .png , or .wav ) . zip to sb3 extra quality
Before converting files, it is essential to understand what sits inside a Scratch 3.0 project file. A standard .sb3 file is an archive containing specific core components:
Inside the ZIP, is there a file explicitly named ? : Scratch does not use human-readable names for
: Remove unused variables, dead code fragments, and orphaned blocks from your project.json to keep compilation times minimal and loading snappy.
Scratch will fail to read the file if your assets are buried inside folders. When you open your ZIP file, the project.json file must be sitting in the absolute root directory, right alongside the sound and image files. If your ZIP contains a single folder, and that folder contains your project, extract the folder, go inside it, select all items, and compress them directly into a new ZIP file. Rule 2: Keep Assets Uncompressed (Store Method) Allows you to run SB3 files at 60
: You can manually access a project's assets by changing the file extension from .sb3 to .zip and extracting the contents.
Ensure your audio files are clean .wav or high-bitrate .mp3 files. Step 3: Zip the Archive Correctly
Run SVG files through an optimization tool like SVGO to strip out redundant editor metadata without losing visual fidelity.