dev-mcp-figma-importer

Imports Figma designs into Unity as uGUI prefabs and scene objects.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill dev-mcp-figma-importer-unity-upm-packages
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: dev-mcp-figma-importer
Source: https://github.com/Unity-UPM-Packages/Antigravity-skills/tree/main/.agents/skills/dev-mcp-figma-importer
Command: npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill dev-mcp-figma-importer-unity-upm-packages

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Manually recreating Figma UI designs in Unity is slow and error-prone, with frequent mistakes in z-ordering, anchors, 9-slice borders, and font mapping. This Skill automates the full Figma-to-Unity pipeline so screens and components are built consistently from design data. ## Core Features & Use Cases - Automated Prefab & Screen Building: Converts Figma Master Components into Unity prefabs and Screen_* frames into Canvas children, mapping layer prefixes (Btn_, Txt_, Scroll_V_, etc.) to the correct uGUI components. - Smart Merge on Re-import: Updates existing screens while preserving developer-added MonoBehaviours and serialized field bindings, never deleting GameObjects that still have script references. - Font & Sprite Pipeline: Resolves Google Fonts into TextMeshPro font assets, downloads sprites at 1:1 scale with correct import settings, and auto-computes 9-slice borders and filled-image settings from layer suffixes. - Use Case: A designer hands off a Figma file with a new shop screen; you provide the file URL and the Skill validates the design, builds the prefabs, assembles the screen under the Canvas, merges with any existing version, and reports creates, updates, and warnings. ## Quick Start Import this Figma file into Unity as uGUI screens and prefabs using the Figma URL and node ID I provide.

Frequently Asked Questions about dev-mcp-figma-importer

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I import a Figma design into Unity as uGUI?▼

Provide a Figma file URL or node ID and the pipeline validates the design, builds prefabs from Master Components, assembles each Screen_ frame under the Canvas, then runs the font pipeline. Layer name prefixes like Btn_, Txt_, and Scroll_V_ determine which Unity components are created.

How does Figma to Unity re-import preserve my custom scripts?▼

The smart merge step matches GameObjects by layer name or Figma node ID and only updates visual properties like RectTransform, sprites, and text. GameObjects with custom MonoBehaviours are never deleted, so serialized field bindings stay intact.

What Figma layer naming conventions map to Unity components?▼

Prefixes control the mapping: Btn_ creates Button plus Image, Txt_ creates TextMeshProUGUI, Scroll_V_/Scroll_H_ create ScrollRect, and Slider_, Toggle_, Scrollbar_ require specific child layer structures. Layers without a prefix become plain RectTransform containers.

Does the Figma Unity pipeline support custom fonts?▼

Google Fonts are downloaded automatically and converted into TextMeshPro font assets cached under Assets/UI/Fonts. Commercial fonts must be supplied manually as .ttf or .otf files; otherwise the pipeline logs a warning and falls back to the default font asset.

Why is my imported Unity UI z-order or 9-slice border wrong?▼

Figma and Unity use opposite render ordering, so child arrays must be reversed when creating GameObjects. For 9-slice, Unity's sprite.border uses Vector4(left, bottom, right, top), which differs from the common left-right-top-bottom annotation order.