Figma to Unity
Save a local .fig, import it into VberAI Studio, run Auto Layering, then Export to Unity.
TL;DR: 6 steps
Figma to Unity fits a layered .fig UI or HUD that needs to land in Unity. VberAI Studio imports the file with Import Project, then Auto Layering cuts named pieces from detected edges. Export to Unity writes those pieces into the engine.
A layered Photoshop file instead: PSD to Unity.
Step 1: Save a local .fig
In Figma, open the screen and use File → Save Local Copy. Named groups (frames, buttons, HUD bars) carry through into Studio.

Step 2: Import Project in Studio
On the Studio projects page, choose Import Project and select the .fig file.

Step 3: Auto Layering
Select the board (for example cat_journey_UI). On the selection toolbar, open the overlapping-layers control and choose Auto-Layering.

Confirm Run AI auto-layering? then Start layering.

Named bounds land on the plate: the sliced, named images are ready. Details for this pass are on Auto Layering.

Step 4: Export to Unity
Keep the layered board selected (here cat_journey_UI_layer). Open Export and choose Export to Unity.

Step 5: Choose the Unity export form
The dialog sets Target engine to Unity. Format can be Prefab (.prefab). Export to can be a ZIP archive, or write straight into the target project. Default paths uses the engine’s default directories.

Step 6: Check the output
This pass used a ZIP archive. Unzip it and the root is Assets: Prefabs holds the Unity .prefab (assembled UI you can drop into a scene); Textures holds the sliced PNGs, named from the layers.
