Figma Context MCP
Give your coding agent access to your Figma data. Implement designs in any framework in one-shot.
Description from the maker (original English)
Create, inspect, validate, and save editable 3D building scenes with Pascal's MCP server.
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Works in Claude on the web, desktop and mobile:
https://editor.pascal.app/api/mcpOpen Claude Desktop → Settings → Developer → Edit Config, and paste this into claude_desktop_config.json
{
"mcpServers": {
"editor": {
"command": "npx",
"args": [
"-y",
"@pascal-app/mcp"
]
}
}
}Run this in your terminal
claude mcp add --transport http editor https://editor.pascal.app/api/mcpclaude mcp add editor -- npx -y @pascal-app/mcpPaste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json
{
"mcpServers": {
"editor": {
"url": "https://editor.pascal.app/api/mcp"
}
}
}Paste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json
{
"mcpServers": {
"editor": {
"command": "npx",
"args": [
"-y",
"@pascal-app/mcp"
]
}
}
}Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.
Paste into .vscode/mcp.json in your project
{
"servers": {
"editor": {
"type": "http",
"url": "https://editor.pascal.app/api/mcp"
}
}
}Paste into .vscode/mcp.json in your project
{
"servers": {
"editor": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"@pascal-app/mcp"
]
}
}
}Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.
ChatGPT connects only to servers on the internet:
https://editor.pascal.app/api/mcpMenu names can differ slightly by plan and over time.
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These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.
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We check information anyone can see; we have not read the code. Checks that do not apply are left out of the count. · Checked Nov 7, 2026
The registry name was verified against the domain pascal.app (the registry checks domain ownership)
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Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.
It passed 1 of 1 applicable basic checks. We have not read the code. Before adding a key or token, see what access the server asks for and use a key with only the permissions you need.
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Either way works: install it on your computer or connect to the cloud version.
The GitHub repo last changed –, and the latest version (1.0.6) reached the registry 14 days ago.
Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. It connects by URL, so apps that accept remote MCP servers work too, such as ChatGPT in developer mode.
In the same category: Figma Context MCP, Claude Real Video, Figma MCP Server
Servers in the same category from other makers, sorted by stars.
Reading a card:★ GitHub starsiThree pillars: reviews · checks · usageiUpdated = latest version published to the registryi
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.
Figma’s official server gives AI your design data so it can turn designs into code or describe them accurately. Connects to Figma’s cloud.
Copied from the maker’s repo as written. PopNx MCP has not reviewed or endorsed it. HTML, images and scripts are removed. Links lead off this site.
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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