VectoUI Unity Converter Advanced Usage Guide
Use naming rules, binding hooks, and post-build processing to adapt prefab generation to a real Unity production workflow.
Advanced Usage Overview
This guide explains how to move from a first working build to a more controlled Unity production workflow.
Use it after you already have:
- a confirmed released or Beta path
- a working API key and design-source token
- at least one successful small-scope build
If you are still blocked by setup, go back to the integration guide first:
1. Keep art-production rules aligned
Advanced usage is much easier when the design source already follows stable conventions.
Start from:
The more consistent the naming, grouping, slices, and text rules are, the less “post-fix work” you will move into Unity.
2. Use naming keywords intentionally
VectoUI can attach behavior based on stable naming conventions. A practical starter set looks like this:
| Prefix | Meaning | Usage note |
|---|---|---|
btn_ / button_ | button component | put the keyword on the button base node |
txt_ | text component | use for text nodes you expect to stay textual |
ic_ / icon_ | icon component | use for visual icon assets |
img_ | image component | use for images and simple visual blocks |
group_ | grouping container | use for parent containers and grouped layout nodes |
canvas_ | canvas wrapper | use when the generated node should also carry a Unity Canvas |
These rules are most useful when the whole team agrees on them early.
3. Use the component binding tool for simple cases
The component binding tool is a lightweight script attachment layer.
It works well when you want to:
- attach standard UGUI components
- map stable naming conventions to known project components
- keep simple runtime bindings out of manual prefab cleanup
Use it for simple and repeatable rules, such as:
- UI button binding
- icon or image helpers
- a small effect component that always belongs on a known node type
4. Move complex custom logic into post-build processing
Once your requirements go beyond “attach one script if a keyword matches,” use a post-build step instead of overloading naming rules.
Typical triggers for post-build processing:
- setting extra component fields after generation
- changing alignment or hierarchy based on project conventions
- injecting project-specific references
- creating additional child prefabs under generated nodes
The safer boundary is:
- simple keyword-based behavior -> component binding
- project-specific composition logic -> post-build processing
5. Example: attach custom behavior after generation
using UnityEngine;
using UnityEngine.UI;
public class GamePetIcon : MonoBehaviour
{
void Start()
{
var image = GetComponent<Image>();
image.sprite = Resources.Load<Sprite>("icons/pet_icon");
}
}
The important idea is not the exact component above. The important idea is to keep advanced customization explicit and reviewable instead of hiding it inside design naming chaos.
6. Practical rules for stable advanced usage
- Do not use keyword binding as a substitute for messy layer structure.
- Keep advanced logic deterministic and local to the project.
- Validate changes on one representative screen before applying them broadly.
- If a path is still Beta, assume more iteration in your post-build layer.
7. When to stop adding complexity
If your team is still debugging:
- invite-only access
- token extraction
- basic first build issues
- unsupported design conventions
then you are too early for advanced customization. Solve the simple path first and keep the build reproducible before you add more hooks.
Next Step
After this article, the next question usually moves here
English article flows should stay on the pages that are now published, instead of falling back to pricing or community by default.
Confirm current status in roadmap
Use the roadmap to decide whether the current path is ready or still Beta.
Open roadmapReview the Unity workflow
Move into the published workflow once the article-level setup detail is already understood.
Review Unity workflowReview Figma to Unity path details
Use the specific English path details when the current validation is already about that path.
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