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.

Pixel-art game UI in Figma: File menu with Save Local Copy highlighted

Step 2: Import Project in Studio

On the Studio projects page, choose Import Project and select the .fig file.

Studio Recent Projects with Import Project highlighted

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.

Overlapping-layers menu with Auto-Layering and Layer Split

Confirm Run AI auto-layering? then Start layering.

Confirm dialog: Run AI auto-layering, Start layering

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

Auto Layering result with named bounds on the cat-journey UI

Step 4: Export to Unity

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

Export menu with Export to Unity highlighted

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.

Unity export dialog: Prefab format and ZIP archive

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.

Unzipped Assets folder with Prefabs and Textures