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)
Compile, lint, simulate (60 Hz), and render 3D scenes from Three.js to GLB, USDZ, Android & iOS.
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We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.
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You need
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Open Claude Desktop → Settings → Developer → Edit Config, and paste this into claude_desktop_config.json
{
"mcpServers": {
"three-live": {
"command": "npx",
"args": [
"-y",
"three-live",
"mcp"
]
}
}
}Run this in your terminal
claude mcp add three-live -- npx -y three-live mcpPaste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json
{
"mcpServers": {
"three-live": {
"command": "npx",
"args": [
"-y",
"three-live",
"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": {
"three-live": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"three-live",
"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.
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Runs on your computer; the tool list appears in your AI app after you install it.
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
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This one runs on your computer; there is no internet endpoint
Runs on your computer and uses local settings instead
Runs on your computer; we can only read tool lists from internet endpoints
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.
The registry does not list a required key, though some servers ask you to sign in on first use.
It runs on your computer. Your AI app starts it when needed, and data does not pass through the maker’s servers (unless it calls an online service itself).
The GitHub repo last changed –, and the latest version (1.3.1) reached the registry today.
Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need Node.js on your computer.
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.
Disclaimer: This is not an officially supported Google product.
AI-First Native 3D, CAD & Spatial Computing: On-device JIT compiler turning live, AI-generated Three.js into native Android (Google Filament & Jetpack XR), iOS & visionOS (Apple RealityKit), and WebXR.
[⚡ Quickstarts (Android • iOS • CLI • Web)](#quickstarts) • [📦 Install (JitPack • SwiftPM • Cargo • npm)](#install-packages-and-bundles) • [▶ Live 3D Studio](https://google.github.io/three-live/three/) • [🥽 Live Spatial XR Studio](https://google.github.io/three-live/xr/) • [📚 Docs](#documentation-guide)
LLMs and developers excel at writing concise Three.js code—not hundreds of lines of platform-specific native 3D, shader, and AR boilerplate. Three-Live compiles standard Three.js (THREE.Mesh, THREE.CSG, userData.xr, KHR_interactivity) on-device in a sandboxed Rust VM and renders natively in Google Filament and Jetpack XR SceneCore on Android, Apple RealityKit and Quick Look on iOS and visionOS, headless 4-up PNG contact sheets (`three-live-cli`) for AI coding agents, and WebGL2 / WebXR on the Web.
Compile standard Three.js code over zero-copy JNI and drive native Google Filament rendering, 60 Hz physics, and Jetpack XR SceneCore spatial entities:
import com.google.threelive.FilamentHelper
import com.google.threelive.XRLiveRuntimeSession import com.google.threelive.XRLiveSceneCoreHelper
val threeJsCode = """ const core = new THREE.Mesh( new THREE.IcosahedronGeometry(0.55, 3), new THREE.MeshStandardMaterial({ color: 0x38bdf8, metalness: 0.85, roughness: 0.15 }) ); core.userData.xr = { grab: '2-hand', orbit: { speed: -0.4 } }; scene.add(core); """.trimIndent()
// Compile Three.js to a zero-copy GLB ByteBuffer and load directly into Google Filament val holder = FilamentHelper.loadModelZeroCopy(threeJsCode) { buffer -> assetLoader.createAssetFromBinary(buffer) }
// Step live KHR_interactivity graphs, 60 Hz rigid-body physics, and spatial traits per frame val runtime = XRLiveRuntimeSession.fromGlb(holder.byteBuffer) runtime.step(dtSeconds = 1.0 / 60.0)
// Or attach interactive spatial traits (grab, scale, billboard, anchor) in Android XR SceneCore XRLiveSceneCoreHelper.attachTraitsFromGlb(xrSession, entity, holder.byteBuffer)
Compile the exact same Three.js code into Apple RealityKit (ARView / RealityView) or .usdz:
import ThreeLiveCompiler
import RealityKit
@MainActor func loadSpatialScene(from threeJsCode: String, into arView: ARView) async throws -> XRLiveRealityKitSession? { let glb = try ThreeCompiler.compileToGLB(script: threeJsCode) let entity = try await RealityKitHelper.loadEntity(fromGLB: glb) XRLiveRealityKit.installTraits(on: entity, in: arView)
// Bind live KHR_interactivity, 60 Hz physics, and spatial traits to RealityKit SceneEvents.Update let session = XRLiveRealityKitSession(glbData: glb, root: entity) session?.installInputTargets() session?.start() return session }
three-live-cli & MCP server)Render a 4-up orthographic/camera contact sheet (zero GPU required), run the spatial linter for JSON frustum/overlap telemetry, compile scene.js to .glb / .usdz, or attach three-live-cli mcp as a zero-dependency Model Context Protocol (MCP) stdio server (three_live_validate, three_live_render, three_live_convert, three_live_sim) in Claude Code, Cursor, Gemini CLI, or Windsurf:
$ npx three-live-cli render scene.js --view=quad --grid --annotations -o contact_sheet.png
$ npx three-live-cli validate scene.js --json $ npx three-live-cli convert scene.js -o model.usdz
$ claude mcp add three-live -- npx -y -p three-live three-live-cli mcp
and )On the web, (< 30 KB gz viewer, < 70 KB gz with the live Three.js compiler) and (< 82 KB gz) render the same Three.js scenes in WebGL2 and 6DoF WebXR with 1-tap mobile AR handoff:
// Standard Three.js scene (runs identically in Android, iOS, CLI, and Web)
const mesh = new THREE.Mesh( new THREE.TorusKnotGeometry(0.4, 0.14, 64, 16), new THREE.MeshStandardMaterial({ color: 0x38bdf8, metalness: 0.8, roughness: 0.15 }) ); mesh.userData.xr = { grab: '1-hand', billboard: 'capsule' }; scene.add(mesh);
maven("https://jitpack.io") to settings.gradle.kts, then add:kotlin dependencies { implementation("com.github.google.three-live:compiler:v1.3.1") // Optional adapters: :filament, :firebase-ai, :detect-mlkit, :hands-androidxr, :hands-mediapipe }
settings.gradle.kts and add implementation("com.google.threelive:compiler:1.3.1") (plus optional :filament, :firebase-ai, :detect-mlkit, :hands-androidxr, :hands-mediapipe).three-live-compiler-release.aar (includes arm64-v8a, armeabi-v7a, and x86_64 JNI .so libraries) and optional adapter AARs (three-live-filament-release.aar, etc.) from [GitHub Releases](https://github.com/google/three-live/releases) into app/libs/ and add implementation(files("libs/three-live-compiler-release.aar"))../gradlew :mobile:android:publishReleasePublicationToMavenLocal and add implementation("com.google.threelive:compiler:1.3.1").make android (or bash scripts/build_android_aar.sh).swift .package(url: "https://github.com/google/three-live.git", from: "1.0.0")
Swift Package Manager automatically resolves the prebuilt, checksum-pinned ThreeLiveCompiler.xcframework.zip archive from GitHub Releases—no local Rust or Node.js toolchain is required.
`bash cargo add three-live-compiler
cargo install three-live-compiler --bin three-live-cli `
arm64 and x86_64), Linux (x86_64 and aarch64), and Windows (x86_64.exe) from [GitHub Releases](https://github.com/google/three-live/releases).make rust (npm run build && cargo build --manifest-path compiler/Cargo.toml --release --bin three-live-cli).bash npm install three-live xr-live
https://cdn.jsdelivr.net/npm/three-live/dist/three-live.min.js or https://google.github.io/three-live/dist/three-live.min.js.three-live-web-dist.zip from [GitHub Releases](https://github.com/google/three-live/releases).git clone https://github.com/google/three-live.git && cd three-live && npm install && npm run build.In practice, browser WebXR (navigator.xr) only covers part of the device landscape:
WebView or WKWebView in a native Android or iOS app, and can't enter AR in Safari on iPhone or iPad..glb or .usdz file to the OS previewer works for viewing a model, but drops Three.js animate() loops, 60 Hz physics, custom state, and interactive plugins.HomeSpace shared space. On visionOS, browser WebXR runs in an isolated fullscreen VR session without camera passthrough or SwiftUI Shared Space integration.Three-Live solves this by compiling the same Three.js code on-device and running it natively on each platform's own engine:
| Target environment | What happens with browser WebXR or static AR handoff | What you can do with Three-Live and XR-Live |
|---|---|---|
| Android phones and tablets (native Compose or View app) | android.webkit.WebView has no WebXR; Scene Viewer only shows static .glb files | Compile Three.js over JNI and render natively in Google Filament and ARCore (XRLiveRuntimeSession) inside your app UI. |
| Android XR and Apple Vision Pro headsets | Browser WebXR is isolated in a fullscreen WebGL session | Attach native Jetpack XR SceneCore (GltfEntity, MovableComponent, Anchor) or RealityKit entities that live in the system shared space alongside native panels. |
| iPhone and iPad (native SwiftUI app) | WKWebView has no WebXR; AR Quick Look only shows static .usdz files | Run live Three.js scenes, animate() loops, KHR_interactivity, and spatial plugins natively in ARKit and RealityKit (ARView and RealityView). |
| Mobile and headset web browsers | Standard WebXR works on Android Chrome and headsets; iOS Safari has no WebXR | Run 6DoF WebXR where supported, with automatic Stereo SBS, gyroscope, and in-memory .usdz and .glb AR handoff on iOS Safari. |
and The following table compares the two runtime tiers across Android, iOS, and Web:
| Capability | three-live (Core 3D, CAD & Ani
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