Pre-Launch UI Checks: What to Verify Before Ship
After Prefab and logic are in place: final UI pass on device, locales, Release builds, and event skins—extends design handoff and engine MCP acceptance with fix paths.
- game-ui-design
- game-dev-ai
- ui-to-engine
- ui-localization
- ui-reskin
- unity
- godot
- cocos
- vberai
- qa
- 2026
Prefab is in the project and logic is wired, yet the test build can still fail UI checks: Editor looks fine but Safe Area clips on device; English fits but German overflows; the home screen has the event skin but popups still use old art.
Design handoff checklist covers delivery. Engine import + MCP checklist covers first Play. This post only adds pre-ship items—no repeat of Raycast, draw calls, or Canvas Scaler; re-smoke anything already passed at import along the main flow.
6 checks before ship
| # | Check | Common failure |
|---|---|---|
| 1 | Device main flow: target portrait + common aspect ratios (e.g. 19.5:9); test rotation if supported | Editor 16:9 only; notch clip, tap offset |
| 2 | Every live locale on home + popups | German / Spanish overflow, clipped button copy |
| 3 | Event / season reskin on all entry points (popups, badge layers) | New home skin, old popup skin |
| 4 | Numbers, timers, currency match design tables | Placeholders, wrong format |
| 5 | Dev / Release builds each load main UI once | Addressables / assets missing in build |
| 6 | Test build UI matches repo Prefabs | Scene-only edits, build not updated |
Unity UGUI examples; Godot Control / Cocos UI map the same way.
Where to fix
| Symptom | Path |
|---|---|
| Device clip, layout drift | Edit Prefab, or Studio structured re-export |
| Locale overflow | UI translate / text layers; Auto Layout headroom in design |
| Inconsistent event skin | Studio reskin full-tree re-export |
| Blurry display type / damage numbers | Bitmap font or TMP |
Logic and binding issues belong to the engine import + MCP checklist—not expanded here.
FAQ
Overlap with the “10 engine checks”?
Engine list = first Play. This list = device, locales, Release builds, event skins.
Small team split?
Engineering: 1, 5, 6. Design/producer: 2, 4. QA (if any): 1–5. Designer spot-check: 3. ~30 minutes device smoke on main flow; locales: 2–3 longest + home and key popups.
Hotfix UI in Release with images only?
Use Prefab / asset hotfix and commit—do not leave changes on a test Scene only.
Keep reading
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