← Back to blog

VberAI In-Place Slice: Import Game UI Design Images into Unity / Godot / Cocos in One Click

VberAI Studio slices full-screen game UI design images in place, keeps layout and sizing, and exports to Unity, Godot, and Cocos in one click.

Published
  • vberai
  • ai-studio
  • inplace-slice
  • game-ui
  • ui-slicing
  • unity
  • godot
  • cocos
  • tutorial

VberAI Studio (≠ Google AI Studio) supports in-place slicing: split a full-screen game UI design image into separate UI elements, keep the original layout and sizing, then export to Unity / Godot / Cocos in one click—no hand-slicing loose PNGs and rebuilding hierarchy in-engine.

Traditional slicing vs in-place slicing

Traditional slicingVberAI in-place slicing
ProcessBox-select PNGs → drag into engine → retune position and hierarchyAI detects UI elements → split in place → export per engine
OutputLoose images mainlyLayered modules + importable UI hierarchy / prefabs
Position dataOften lost after slicing; hand-align in-engineRelative position and size kept with the split

What in-place slicing means

  1. In-place — Split buttons, panels, and so on stay on their original relative coordinates and sizes.
  2. Slice / split — AI detects buttons, panels, icons, titles, and forms nameable, exportable modules.
  3. One-click into the engine — Choose Unity / Godot / Cocos Creator and export UI hierarchy or prefabs (per the Studio panel).

When you already have split Figma / PSD layers, import and export to the engine directly—no in-place slice step; see Figma→Unity and related guides. Use this article only for flat full-screen mockups or AI UI output.

Steps

1. Prepare a full-screen UI design image

Input can be:

  • Full-screen main menu, HUD, shop, etc. generated on canvas
  • Art / design mockups exported as PNG
  • Other full-screen UI design images (prefer enough resolution and clear control edges)

Full-screen UI design on canvas

2. Split UI elements in place

On canvas, run split / extract:

  • Separate clickable controls from decoration
  • Keep original relative position and size
  • Layer panel shows readable module names (for rename and binding)

UI layers after in-place split

3. Export to the target engine in one click

Pick Unity, Godot, or Cocos Creator. Prefer UI hierarchy / prefab output.

  • Unity: Import under Canvas; check RectTransform
  • Godot: Attach under a Control root; check anchors and Theme
  • Cocos: Check Widget, Layout, and Button

Preview after engine import

4. Accept in-engine

  1. Open the generated prefab / scene UI root
  2. Play at 16:9 and your target portrait ratio; click through the main path
  3. Confirm no global drift, clickable buttons, and no blocking layers
  4. For logic wiring, use Engine MCP from Cursor or similar clients

More detail and MCP wiring: Split game UI design images into the engine.

Limitations

  • First export is rarely pixel-perfect; fonts, localization, and motion still need in-engine polish.
  • Split quality depends on source clarity; blurry edges or chaotic layers may need re-export or hand fix.
  • In-place slicing packs structure—it does not replace gameplay scripts.
  • VberAI Studio ≠ Google AI Studio — see comparison.

Summary

The usual waste in game UI handoff is hand-slicing a full-screen mockup and rebuilding it in-engine. VberAI Studio puts full-screen design → in-place slice → Unity / Godot / Cocos on one canvas. Product: AI Studio.

FAQ

What is VberAI in-place slicing? In VberAI Studio, AI detects elements on a full-screen game UI design image, splits them in their original positions, keeps layout and sizing, then exports to the engine.

Can I one-click import into Unity / Godot / Cocos? Yes—export or push UI hierarchy / prefabs for the target engine (per current Studio capability). Smoke-test in Play after import.

How is this different from hand-slicing PNGs? Hand slicing often yields loose images with no layout semantics; in-place slicing outputs layered modules and engine structure, cutting rebuild work.

Is this the same as Figma / PSD import? Same AI Studio, different input. If Figma / PSD already has split layers, import the design file and export to the engine directly—no in-place slice; see Figma→Unity, PSD→Unity. Use this article only for flat full-screen comps (no layers).

More guides you might like