Figma Context MCP
Give your coding agent access to your Figma data. Implement designs in any framework in one-shot.
Beschreibung vom Entwickler (englisches Original)
Create, inspect, validate, and save editable 3D building scenes with Pascal's MCP server.
Diese drei werden nie zu einer Punktzahl zusammengefasst: Meinungen, Messungen und Beliebtheit sind verschiedene Dinge.
Für diesen Server haben wir noch keine Zusammenfassung in einfacher Sprache geschrieben. Unten stehen die Fakten, die wir aus der Registry gelesen haben.
Wähle die KI-App, die du nutzt, und kopiere die Einstellungen.
Du brauchst
Welche App nutzt du?
Wähle oben deine App. Wir merken sie uns, damit der Button beim nächsten Mal „In … installieren“ anzeigt.
Funktioniert in Claude im Web, auf dem Desktop und auf dem Handy:
https://editor.pascal.app/api/mcpÖffne Claude Desktop → Settings → Developer → Edit Config und füge dies in claude_desktop_config.json ein
{
"mcpServers": {
"editor": {
"command": "npx",
"args": [
"-y",
"@pascal-app/mcp"
]
}
}
}Führe das in deinem Terminal aus
claude mcp add --transport http editor https://editor.pascal.app/api/mcpclaude mcp add editor -- npx -y @pascal-app/mcpIn .cursor/mcp.json in deinem Projekt oder in ~/.cursor/mcp.json einfügen
{
"mcpServers": {
"editor": {
"url": "https://editor.pascal.app/api/mcp"
}
}
}In .cursor/mcp.json in deinem Projekt oder in ~/.cursor/mcp.json einfügen
{
"mcpServers": {
"editor": {
"command": "npx",
"args": [
"-y",
"@pascal-app/mcp"
]
}
}
}Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.
In .vscode/mcp.json in deinem Projekt einfügen
{
"servers": {
"editor": {
"type": "http",
"url": "https://editor.pascal.app/api/mcp"
}
}
}In .vscode/mcp.json in deinem Projekt einfügen
{
"servers": {
"editor": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"@pascal-app/mcp"
]
}
}
}Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.
ChatGPT verbindet sich nur mit Servern im Internet:
https://editor.pascal.app/api/mcpMenünamen können sich je nach Tarif und mit der Zeit leicht unterscheiden.
Deine Auswahl bleibt in einem Cookie auf diesem Gerät; kein Konto nötig.
Diese Einstellungen werden aus dem Registry-Eintrag des Entwicklers erzeugt. Wenn in der README etwas anderes steht, folge der README.
Die Tool-Liste dieses Servers haben wir noch nicht gelesen; wir prüfen die Endpunkte reihum.
Wir prüfen Informationen, die jeder sehen kann; den Code haben wir nicht gelesen. Checks, die nicht zutreffen, werden nicht mitgezählt. · Geprüft am 7. Nov. 2026
Der Registry-Name wurde über die Domain pascal.app bestätigt (die Registry prüft, wem die Domain gehört)
Dieses Repo haben wir noch nicht von GitHub gelesen
Dieses Repo haben wir noch nicht von GitHub gelesen
Noch nicht geprüft; wir prüfen die Endpunkte reihum
Noch nicht geprüft; wir prüfen die Endpunkte reihum
Noch nicht geprüft; wir lesen die Tool-Liste, wenn wir den Endpunkt prüfen
Verglichen mit allen aktiven Servern dieser Kategorie in der Registry. Sterne zählen nur, wenn dem Herausgeber das Repo gehört.
Er hat 1 von 1 zutreffenden Basischecks bestanden. Den Code haben wir nicht gelesen. Bevor du einen Schlüssel oder Token hinzufügst, sieh nach, welche Zugriffe der Server verlangt, und nutze einen Schlüssel, der nur die Berechtigungen hat, die du brauchst.
Die Registry nennt keinen erforderlichen Schlüssel, manche Server bitten dich aber bei der ersten Nutzung, dich anzumelden.
Beides geht: Installiere ihn auf deinem Computer oder verbinde dich mit der Cloud-Version.
Das GitHub-Repo wurde zuletzt – geändert, und die neueste Version (1.0.6) kam vor 14 Tagen in die Registry.
Apps, die MCP unterstützen, etwa Claude Desktop, Claude Code, Cursor und VS Code. Er verbindet sich per URL, also funktionieren auch Apps, die Remote-MCP-Server akzeptieren, zum Beispiel ChatGPT im Entwicklermodus.
In derselben Kategorie: Figma Context MCP, Claude Real Video, Figma MCP Server
Server derselben Kategorie von anderen Entwicklern, sortiert nach Sternen.
So liest du eine Karte:★ GitHub-SterneiDrei Säulen: Bewertungen · Checks · NutzungiAktualisiert = neueste Version in der Registry veröffentlichti
Give your coding agent access to your Figma data. Implement designs in any framework in one-shot.
Let any LLM watch a video locally — and search everything it has ever watched.
The Figma MCP server brings Figma design context directly into your AI workflow.
Unverändert aus dem Repo des Entwicklers übernommen. PopNx MCP hat den Inhalt weder geprüft noch empfiehlt es ihn. HTML, Bilder und Skripte wurden entfernt. Links führen von dieser Website weg.
Also listed on Smithery.
Model Context Protocol server for the Pascal 3D editor. Drives the @pascal-app/core scene graph from any MCP-compatible AI host.
For the hosted Pascal MCP endpoint and copy-ready setup for Claude Code, Codex, Cursor, and OpenClaw, read Connect an AI agent. The hosted endpoint edits projects in a Pascal account; this package is the open-source, local server for custom hosts and local scene storage.
Listed in the official MCP Registry as app.pascal/editor.
The server runs headlessly in Node.js (22.23.4+ on 22.x, 24.22.1+ on 24.x, or 26.12.1+) or Bun, with no browser, WebGPU, React, or external database service. It exposes the same scene mutations used by the editor UI (create walls, place items, cut openings, undo, etc.) as MCP tools, resources, and prompts.
For a local editor and MCP that share projects automatically, install the Pascal CLI:
npx @pascal-app/cli editor
pascal mcp setup codex
pascal editor starts the editor and an authenticated MCP service together. pascal mcp connect is a stable stdio connector that discovers the dynamic loopback port, so MCP client configuration contains neither a changing port nor a secret.
Use this package directly when embedding the MCP server, supplying a custom store, or running MCP without the Pascal editor.
bun add @pascal-app/mcp
@pascal-app/core is a peer dependency. The local store uses Bun SQLite under Bun and Node's built-in SQLite driver under Node.js.
Launch the server over stdio in one line:
bunx @pascal-app/mcp
npm exec --package=@pascal-app/mcp -- pascal-mcp
Load an initial scene from disk:
bunx @pascal-app/mcp --stdio --scene ./my-scene.json
Expose it over loopback HTTP:
bunx @pascal-app/mcp --http --port 8787
Binding a non-loopback host requires a bearer token:
PASCAL_MCP_HTTP_TOKEN="$(openssl rand -hex 32)" \
bunx @pascal-app/mcp --http --host 0.0.0.0 --port 8787 --cors-origin https://editor.example
Scenes saved through MCP are stored in a local SQLite database:
~/.pascal/data/pascal.db
Set PASCAL_DATA_DIR when you want the MCP server and the running editor to share a different directory, or PASCAL_DB_PATH when you need an exact database file path. The store uses WAL mode and transactional version checks so separate local processes can save and open the same scene database.
During workspace development, run both sides with the same data directory:
# Terminal 1: run the editor
PASCAL_DATA_DIR="$HOME/.pascal/data" bun run dev
PASCAL_DATA_DIR="$HOME/.pascal/data" bun packages/mcp/dist/bin/pascal-mcp.js
Scripted objects keep their GLB and source in .artifacts/ beside the local SQLite scene database, where saved scenes live (also with --scene, which only seeds the first scene); keep that directory with the database. Files are verified against their hash and written once, so saved scenes and undo history keep their original geometry. The standalone editor reads and writes the same database-side store.
Local MCP compilation is opt-in with PASCAL_SERVER_SCRIPT_COMPILE=1. It runs in a separate process without inherited environment variables, with a deadline; this is not a sandbox for untrusted code. Blender (bpy) modules run in the Blender binary PASCAL_BLENDER names (blender -b), with the same caveat; Blender geometry scripts walks through one. get_source can read saved scripts without enabling compilation.
When the editor and MCP server share the same PASCAL_DATA_DIR, MCP mutations against a loaded saved scene are persisted to SQLite and recorded in a local scene_events stream. The editor page subscribes to that stream at /api/scenes/:id/events with server-sent events, so an open browser tab can apply scene graph snapshots as the agent edits the scene.
The flow is intentionally local and lightweight:
load_scene.create_room, add_door, furnish_room, add_wall, place_items, or set_zone.Each mutation version-checks the saved scene before writing. If the browser or another MCP process saved a newer version first, the MCP tool returns live_sync_version_conflict; reload the scene with load_scene before continuing.
The recommended JSON configuration for Claude Desktop, Cursor, and compatible clients is:
Edit ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%\Claude\claude_desktop_config.json (Windows):
{
"mcpServers": { "pascal": { "command": "pascal", "args": ["mcp", "connect"] } } }
Via the CLI:
pascal mcp setup claude
Or add to .mcp.json at the repo root:
{
"mcpServers": { "pascal": { "command": "pascal", "args": ["mcp", "connect"] } } }
For package-development testing without the managed CLI, build first and point Claude Code at the built binary:
{
"mcpServers": { "pascal": { "command": "node", "args": ["/absolute/path/to/editor/packages/mcp/dist/bin/pascal-mcp.js"], "env": { "PASCAL_DATA_DIR": "/Users/you/.pascal/data" } } } }
Via the CLI:
pascal mcp setup codex
For local workspace testing before publish:
bun run --cwd packages/mcp build
codex mcp add pascal-dev \ --env PASCAL_DATA_DIR="$HOME/.pascal/data" \ -- node "$PWD/packages/mcp/dist/bin/pascal-mcp.js"
This writes an entry like this to ~/.codex/config.toml:
[mcp_servers.pascal-dev]
command = "node" args = ["/absolute/path/to/editor/packages/mcp/dist/bin/pascal-mcp.js"]
[mcp_servers.pascal-dev.env] PASCAL_DATA_DIR = "/Users/you/.pascal/data"
In Cursor settings (settings.json):
{
"mcp.servers": { "pascal": { "command": "pascal", "args": ["mcp", "connect"] } } }
Embed the server in your own Node.js or Bun process using the in-memory transport. The example below runs a full client/server pair inside a single script — useful for agent frameworks and tests.
import { createPascalMcpServer, SceneBridge } from '@pascal-app/mcp'
import { Client, InMemoryTransport } from '@modelcontextprotocol/client'
const bridge = new SceneBridge() // Or over a detached scene a host opened (@pascal-app/core/runtime): every tool then reads and // writes that scene, with its ids, and the host turns it into a patch. // const bridge = new SceneBridge({ runtime: openDetachedScene(snapshot, options) }) bridge.loadDefault() const server = createPascalMcpServer({ bridge })
const [srvT, cliT] = InMemoryTransport.createLinkedPair() const client = new Client({ name: 'my-agent', version: '0.1.0' }) await Promise.all([server.connect(srvT), client.connect(cliT)])
const tools = await client.listTools() console.log('available tools:', tools.tools.map((t) => t.name))
const scene = await client.callTool({ name: 'get_scene', arguments: {} }) console.log(scene)
A host that passes its own operations (createPascalMcpServer({ operations })) may implement runInScene(run): every tool handler starts inside it, and tools re-enter it after their awaits, so the ids a tool mints and the operations it plans run in the scene's synchronous scope. It is optional; without it handlers run as they always have, with random ids. An implementation that computes on a detached scene must provide it, delegating to SceneBridge.runInScene, or its tools' ids will not be the scene's and a recomputed effect will not match.
See examples/embed-in-agent.ts for a compilable version.
A plugin's 'operation' tools register with the same runner as the shared tools: it parses the input, applies the outcome as one history step and answers with achieved and the refusals. The annotations are the host's, never read from the plugin's contract.
import { createSceneOperations } from '@pascal-app/mcp/operations'
import { registerOperationTool } from '@pascal-app/mcp/tools/shared-tools' import { signageAgentTools } from 'acme-signage/agent-tools' import { signageAgentOperations } from 'acme-signage/agent-operations'
const operations = createSceneOperations({ bridge, // The floor the person is viewing: a tool call that names no level reads it. // Leave it out on a host with no view, and the lowest storey is read. activeLevelId: () => myHost.viewedLevelId(), })
for (const contract of signageAgentTools.tools) { if (contract.runsIn !== 'operation') continue registerOperationTool(server, operations, { contract, operation: signageAgentOperations[contract.name], annotations: { readOnlyHint: false, destructiveHint: false }, }) }
The contract shapes, versions and trust rules are in plugin authoring.
Pascal is a right-handed scene where X and Z form the ground plane and Y is up. Lengths are in metres; rotations are radians, stored as Euler [x, y, z] tuples.
Plan → world. Every 2-D point you pass is a level/building-local ground-plane coordinate [x, z] — this includes wall.start / wall.end and the polygon / holes arrays of slab, zone, and ceiling. With the default identity building transform, it appears in world space as:
[x, z] → (x, y, z) // the 2nd component is world Z (depth), not "up"
There is no sign flip in the stored convention: tooling consumes the second component as world Z directly. The vertical y starts from the owning level's stacked height as computed by the level system from accumulated level heights, plus the element's own height; slabs additionally carry an absolute elevation.
Heads-up when you compute coordinates outside the editor. Pascal's viewports apply their own rotations on top of the world axes: the 2-D plan panel rotates its content by the user's view rotation (north-aligned = 0°, FLOORPLAN_VIEW_ROTATION_DEG baseline, north = world −Z), and the 3-D "top-down" snap preserves the camera's current azimuth, so when invoked from the iso default position, world and screen axes are offset by ~45° until you orbit to an axis-aligned view. So a layout authored as if _"Y = north, viewed top-down"_ — common in land surveys, north-up site plans, and 2-D plotting libraries — will arrive rotated relative to its source when viewed in Pascal (and possibly further reflected, depending on which viewport and camera state you're in). The editor's own 2-D and 3-D tools are internally consistent with their stored coordinates, so this only affects geometry authored programmatically. To verify orientation before trusting externally-computed coordinates, place a scaled guide image at known anchor points and check alignment; apply whatever rotation (or reflection) your authoring side needs to match.
A worked demonstration of all of this — axis-aligned baseline, the rotated 30° example below, and a paired "page-intent vs world-result" L for the external-coordinate gotcha — lives in examples/coordinate-conventions-demo.md and [examples/coordinate-conventions-demo.json](./examples/coordinate-conventions-demo.js
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