Getting Started with BlocKIT
Requirements
- Unity 2021.3 or newer
- DOTween (free asset for animations)
- Basic Unity knowledge
Step 1: Import to Project
- Open your Unity project
- Import BlocKIT asset
- Make sure DOTween is installed (required for animations)
Step 2: Main Scene
In the project you'll find a ready test scene:
Assets/
└── BlocKIT/
├── Scenes/
│ └── GameScene.unity ← Open this scene
├── Scripts/
├── Prefabs/
└── Data/
Step 3: Hierarchy - what's in the scene?
After opening the scene you'll see:
GameScene
├── Canvas (game UI)
│ ├── GameBoard (9x9 board)
│ ├── ShapesPanel (place for 3 blocks)
│ ├── ScorePanel (score display)
│ └── GameOverPanel (game over screen)
├── NewManager (main manager)
└── SoundManager (sounds)
NewManager - most important object
This is the heart of the game. It's a separate GameObject in the scene.
In the Inspector you'll see:
- Matrix - reference to the board
- Shape Spawner - block generator
- Score Manager - point counter
- Brain - AI / difficulty
- Shape Data Assets - available block shapes
Step 4: First Run
- Press Play in Unity
- You'll see an 9×9 board and 3 random blocks at the bottom
- Drag a block with your mouse onto the board
- Drop it where it fits
- Fill a line - you'll see it disappear + points!
- ⚠️ If you start the Blast scene directly, you won’t hear any sounds.
Audio systems are initialized in the Menu scene.
The level will work correctly, but to enable sound, please start the game from the Menu scene instead.
Congratulations!
If it works - you have a working game! Now it's time for customization.
Step 5: Basic Customization
Changing Board Colors/Board Size
The board uses a single texture image containing a full 9×9 grid.
Each square in the image has a fixed pixel size that must match the CellSize value in the NewMatrix component.
How it works
- The board is rendered using one image, not individual cell sprites
- The image contains 9×9 drawn squares
- The pixel size of each square in the image must be exactly the same as the
CellSizevalue inNewMatrix - Board colors are defined directly in the image, not in the Inspector
Steps
- Open the board image in a graphic editor (Photoshop, GIMP, Krita, etc.)
- Make sure each square is exactly the same pixel size as
CellSizein theNewMatrixInspector - Change the colors or style of the squares as needed
- Save the image and return to Unity — the board will update automatically
Example: Creating an 8×8 Board
- Open the board image in a graphic editor
- Draw an 8×8 grid instead of 9×9
- Increase the size of each square so the board fills the screen correctly
(for example, each square may be 110×110 pixels) - Set
CellSizein the NewMatrix Inspector to 110 - Make sure the grid is centered in the image
- Save the image and return to Unity
- In Unity, open the Prefabs folder and select GridCell, then set its Width and Height to match the CellSize value in NewMatrix (Inspector).
This value represents the size of a single cell — one block unit that the shapes are built from.
The board will automatically align correctly as long as:
- the number of squares in the image matches the intended grid size
- the pixel size of each square matches the CellSize value
Adding Your Own Shapes
- Go to
Assets/BlocKIT/Data/ - Find
ShapeData- these are ScriptableObjects - Right click → Create → BlocKIT → Shape Data
- Draw your shape by selecting cells
- Add to list in
NewManager → Shape Data Assets
Step 6: Testing
Check if everything works:
- ✅ Can drag blocks?
- ✅ Ghost previews appear?
- ✅ Lines clear when full?
- ✅ Points counting?
- ✅ Game Over working?
Common Issues
Blocks won't drag
- Check if
NewDraggableShapehasEventTriggercomponent - Make sure Canvas has
GraphicRaycaster
No animations
- Install DOTween from Asset Store (free!)
- Restart Unity after installation
Lines don't clear
- Check
NewManager → Matrixis connected - Look in Console for errors
What's Next?
Now that the game works, learn about components:
- 📋 Game Manager - how to control the game
- 🎯 Game Logic - how mechanics work
- 🎨 Animations - visual effects
Quick Tip
Best to not modify code at first. Play with Inspector settings first - most things can be changed without programming!