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UnityFigmaMCP

Build Unity UI prefabs from Figma designs using AI agents via Model Context Protocol

Install / Use

claude mcp add chav0 -- npx -y github:chav0/UnityFigmaMCP

If the server publishes to npm under a different name, use that package instead — check the repo README.

About this skill
🔌

MCP Server

Model Context Protocol server

Quality Score

80/100

Category

Design

Supported Platforms

Claude Code
Claude Desktop

Our assessment of UnityFigmaMCP

UnityFigmaMCP scores 80/100 on our quality scale, 227th of 264 Design skills we index.

Its MCP Server is 8.2 KB long, well organised into 16 sections with 10 code examples: a thorough specification that gives an agent plenty to work with.

It has 10 GitHub stars, so there is little community track record yet; judge it on its content.

Substance
29/30
Structure
20/20
Description
12/15
Adoption
4/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated 21 days ago, so UnityFigmaMCP is actively maintained.
  • It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
  • Its trust signals score 92/100, with 1 caution from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

UnityFigmaMCP compared with similar skills

All 4 of these similar skills score higher than UnityFigmaMCP; compare them before choosing.

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Frequently asked questions

How do I install UnityFigmaMCP?
Run claude mcp add chav0 -- npx -y github:chav0/UnityFigmaMCP. The install tabs above show the steps for each supported agent.
Which AI agents does UnityFigmaMCP work with?
It is written for Claude Code and Claude Desktop, as a MCP Server file. Other agents that read the same format can often use it too.
Is UnityFigmaMCP safe to use?
It is MIT-licensed and scores 92/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is UnityFigmaMCP still maintained?
The repository was last updated 21 days ago, so UnityFigmaMCP is actively maintained.

UnityFigmaMCP

MCP Unity .NET License Release

Build Unity UI prefabs from Figma designs using AI agents via Model Context Protocol.

An AI agent reads your Figma file, talks to the Unity Editor in real time, and assembles prefabs — with layout, text, images, components, and variants — without you writing a single line of code.

┌─────────────┐      MCP (stdio)      ┌─────────────────┐    SignalR     ┌──────────────┐
│  AI Agent   │ ◄───────────────────► │   MCP Server    │ ◄────────────► │ Unity Editor │
│             │                       │    (.NET 8)     │   localhost    │   Package    │
└─────────────┘                       └────────┬────────┘                └──────────────┘
                                               │
                                        Figma REST API
                                               │
                                      ┌────────▼────────┐
                                      │   Figma File    │
                                      └─────────────────┘

How it works

  1. You give the agent a Figma URL and say "build a prefab"
  2. The MCP server fetches the design tree from Figma
  3. It sends the layout data to Unity Editor via SignalR
  4. Unity runs the pipeline — RectTransform, Text, Image, Layout Groups, ContentSizeFitter — and saves a .prefab
  5. Component instances are resolved automatically: if a sprite or prefab is already bound, it gets reused

The whole thing runs locally. Your Figma token stays on your machine.

Features

13 MCP tools for full Figma-to-Unity control:

| Group | Tools | What they do | |-------|-------|--------------| | Figma | figma_get_node, figma_get_node_names, figma_get_component_info, figma_export_image | Fetch design data, hierarchy, component keys, export PNGs | | Build | unity_build_prefab, unity_get_pipelines | Build prefabs from Figma nodes with configurable pipelines | | Edit | unity_edit_prefab, unity_save_prefab, unity_get_hierarchy | Modify prefabs, extract sub-prefabs, inspect hierarchy | | Assets | unity_save_sprites, unity_bind, unity_list_assets | Import sprites, bind assets to Figma keys, list project assets | | Status | status | Check Figma token, Unity connection, server health |

6 AI skills — ready-made workflows for any MCP-compatible agent:

| Skill | What it does | |-------|--------------| | /build-prefab | Full Figma-to-Unity prefab pipeline with preview, renaming, and variants | | /update-prefab | Sync an existing prefab with Figma changes | | /download-sprites | Export and import sprites from Figma | | /bind-figma-unity | Link existing Unity assets to Figma components | | /inspect-diff | Compare a prefab against its Figma source (read-only) | | /setup-project | Diagnose connections, tokens, and pipeline config |

Layout pipeline with configurable steps: RectTransform · Text (TextMeshPro) · Image · Horizontal/Vertical Layout Groups · Grid · ContentSizeFitter

Quick Start

Prerequisites

1. Install the MCP Server

Clone this repository outside your Unity project (it's not a Unity asset — it's a standalone server):

git clone https://github.com/chav0/UnityFigmaMCP.git

Add the server to your MCP client config.

Claude Code (~/.claude.json or project .mcp.json):

{
  "mcpServers": {
    "unity-figma-mcp": {
      "command": "/path/to/UnityFigmaMCP/UnityFigmaMCPServer/run-mcp.sh",
      "env": {
        "FIGMA_ACCESS_TOKEN": "your-figma-token"
      }
    }
  }
}

On Windows, use run-mcp.bat instead of run-mcp.sh.

2. Install Dependencies

Open your Unity project, then install these packages via Window > Package Manager > + > Add package from git URL:

  1. NuGetForUnity — NuGet package manager for Unity:

    https://github.com/GlitchEnzo/NuGetForUnity.git?path=/src/NuGetForUnity
    
  2. SerializeReference Extensions — required for pipeline step selection in the Inspector:

    https://github.com/mackysoft/Unity-SerializeReferenceExtensions.git?path=Assets/MackySoft/MackySoft.SerializeReferenceExtensions
    
  3. SignalR Client — open NuGet > Manage NuGet Packages, search for Microsoft.AspNetCore.SignalR.Client and install it

3. Install the Unity Package

In Package Manager, add one more git URL:

https://github.com/chav0/UnityFigmaMCP.git?path=UnityFigmaMCPPackage

To pin a specific version:

https://github.com/chav0/UnityFigmaMCP.git?path=UnityFigmaMCPPackage#v0.1.2

The package auto-connects to the MCP server on port 52802 when the Editor starts.

Note: The cloned repo and the Unity package are separate things. The repo contains the MCP server source code; the Unity package is installed independently via UPM from the same git URL but a different path. They don't conflict.

4. Configure a Layout Pipeline

Open the FigmaAutoLayoutSettings asset (Assets/UnityFigmaMCP/Editor/) in the Inspector and add at least one pipeline. A basic pipeline for screens includes these steps:

Text · RectTransform · Image · Vertical Layout Group · Horizontal Layout Group · Grid

Also set Prefab Folder and Sprites Folder to where you want generated assets saved (e.g. Assets/Prefabs and Assets/Sprites).

Without a pipeline, unity_build_prefab has nothing to run and the build will fail.

5. Bind Your UI Kit

Before building prefabs, bind your existing sprites and prefabs to Figma components. This lets the build pipeline reuse your assets instead of generating placeholders.

Use the /bind-figma-unity skill, or call unity_bind manually:

Bind my UI kit sprites and prefabs to Figma components from file abc123, node 100:200

This step is important — without binding, the agent won't know which Unity assets correspond to which Figma components, and builds will have missing references.

6. Add Skills (Optional)

Skills are Markdown workflow files that teach the agent to use the MCP tools effectively. They work with any agent that supports skill/instruction files — not just Claude Code.

Claude Code — copy into your project:

cp -r /path/to/UnityFigmaMCP/.claude/skills/* /path/to/your-project/.claude/skills/

Other agents — copy the skill Markdown files into your agent's instruction/prompt directory. The skills are plain Markdown with no agent-specific dependencies.

7. Verify

Open Unity, then ask your agent:

Check the project status

This runs the status tool and confirms both the Figma token and Unity connection are working.

Documentation

Updating

Unity Package — change the tag in your Packages/manifest.json:

"com.hugglebit.unity.figma.mcp": "https://github.com/chav0/UnityFigmaMCP.git?path=UnityFigmaMCPPackage#v0.1.2"

MCP Server — pull and rebuild:

cd UnityFigmaMCP
git pull

The run-mcp.sh script rebuilds automatically on each launch.

Skills — re-copy the skill files from the updated repo.

Contact

Questions, ideas or bug reports are welcome.

License

MIT

Related Skills

View on GitHub
GitHub Stars10
CategoryDesign
Updated21d ago
Forks1

Languages

C#

Trust signals

92/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

1 low1 info