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.
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.
Practical game-dev AI productivity: which Cursor, Claude Code, and Copilot combos work; where engine MCP and AI Studio fit; workflows Unity, Godot, and Cocos teams can run this week.
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.
When Unity Play is fine but Player/device builds fail or NRE on scene load: layer A/B/C, use Cursor + Unity MCP to read the Console, verify Build Settings and serialized refs—with a stack sample, manual checks, and minimal fixes.
Before asking Godot MCP in Cursor, define a health_changed signal contract so the HUD connects without deep get_node paths—prompt templates, GDScript samples, anti-patterns, and Play acceptance.
After AI Studio exports a Unity HUD prefab, use Cursor + Unity MCP to subscribe health events, refresh the bar and damage text, with a Play-mode checklist and common break-point fixes.
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.