HUD visibility and priority by game state; how it ties to Safe Area, floating text layers, and modal stacking—spec tables plus Play and device acceptance steps.
Fail criteria when popups blur, miss glyphs, sort wrong, or stutter; choosing TMP vs bitmap digits, pools and Canvas order, Unity UGUI acceptance steps, and how design digit art plugs in.
How to fail/pass when German or Spanish copy breaks buttons and lists, how to reserve width in design, and how to compare locales on the VberAI Studio canvas before full-tree re-export—extends handoff and pre-ship checks with fix paths.
When panels and fields need 9-slice, how to mark borders and export scale in design, and how to fail/pass Unity UGUI Sliced, Godot StyleBox, and Cocos caps—with fix paths. Extends handoff checklist item 6.
When the Unity Editor looks fine but notches clip HUD or taps miss: classify failures, debug Canvas Scaler and Screen.safeArea, fix Prefabs vs Studio re-export—with design safe-zone marks as support.
Why LLMs should not read or write Prefab YAML when assembling game UI with AI. Middle-layer workflow, deterministic export, and VberAI Studio canvas path from Figma / PSD to Unity, Godot, and Cocos Prefabs.
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.
For Unity / Godot / Cocos programmers: why Cursor scripts do not fix UI shell layers; acceptance checklist after design import, when Unity MCP / Godot MCP pay off, and binding logic after Studio Prefab export.
For game UI designers: layering, naming, multi-state buttons, 9-slice, and localization checks before Figma-to-Unity or PSD-to-UGUI export—manual slicing vs structured export, reskin, and live-ops UI localization.
VberAI Studio bitmap font generator: upload glyph images or sprite sheets with auto-split, export AngelCode BMFont (.fnt + PNG), edit on canvas, import to Unity / Godot / Cocos.
Which AI tool for game design art? Compare Layer AI, PicLumen, Meshy, Morphic, Unity AI UI, and general tools like Midjourney by deliverable type (concept, 2D, UI, 3D). See how VberAI Studio extends the pipeline with canvas edit, split, and prefab export to Unity / Godot / Cocos—plus planned 3D-to-prefab sync.
VberAI Studio splits full-screen game UI design images into UI elements in place, keeps layout and sizing, and exports or pushes to Unity, Godot, and Cocos. Includes the official demo video, step checklist, and acceptance tips.
VberAI Studio generates action video, splits sequence frames on canvas, and delivers to Unity, Godot, and Cocos. Compare GPT Image sprite sheets and open-source DIY pipelines: which saves time, when to use Studio.
VberAI Studio generates game sequence frames and promo/story CG from text, image, or first–last frames; crop and split on canvas, then deliver to Unity, Godot, and Cocos. Includes a walkthrough, acceptance checklist, and why this does not replace Timeline / Sequencer.
What VberAI Cocos Creator MCP is: connect Cursor-class clients to the open editor to work with scenes, nodes, and components—and how that differs from vague "Cocos Creator AI," AI Studio, and code-only assistants.
Cursor looks “broken” after wiring VberAI Cocos Creator MCP: missing service, red MCP errors, connected but no tools. Check Cursor first, then jump the four-layer path to Creator extension, activation, and ports.
Symptom-based fixes for VberAI Cocos Creator 2.x / 3.x MCP: extension missing, activation failure, server not running, port conflicts, Cursor MCP not written or needs reload—plus a checklist and localhost verification.
Generate or import UI in AI Studio, then drive logic and debugging via Cursor with Godot, Unity, or Cocos MCP. Includes a chibi match-3 recording—from Studio export to a playable slice without hand-written code.