Telecom & Utilities
Automated compiler and CLI pipeline transforming complex Figma vector layouts into clean, native Unity uGUI hierarchies with non-destructive Smart Sync, automated 9-slice atlasing, and C# prefab generation.
Game development studios spent hundreds of engineering hours manually slicing Figma mockups and rebuilding UI canvases in Unity, resulting in severe visual drift, non-optimized draw calls, and tedious asset maintenance.
Built a specialized AST compiler using the Figma REST API that parses vector design trees, normalizes responsive anchor points, packs dynamic 9-slice sprite atlases, and synthesizes native Unity C# prefabs with zero manual intervention.
Traditional game development suffers from visual drift when front-end developers rebuild Figma layouts manually in Unity. The Antigravity Figma Compiler treats vector mockups as executable code schemas, compiling them directly into native uGUI prefabs with full thread-safety:
Solves the notorious Figma REST API HTTP 414 (URI Too Long) error. Automatically partitions document trees into 100-node chunks processed across 5 concurrent worker threads, reducing import preparation latency by 90% even on massive game UI canvases with 23,000+ vector nodes.
Every imported GameObject is tagged with a persistent FigmaElement component (figmaNodeId + SHA-256 update hash). Designers can push redesigns without overwriting existing C# scripts, DOTween animations, audio triggers, or custom collider hierarchies.
Detects resizable UI components and synthesizes dynamic 9-slice borders on the fly. Generates packed sprite atlases directly in Unity Assets, cutting canvas draw-calls by nearly half without designer micro-management.
Maps vector layouts to optimized RectTransform hierarchies, CanvasGroups, TextMeshPro typography, and RectMask2D viewports with pixel-perfect responsive anchor positioning across 10+ screen aspect ratios.
Plan the First Delivery Milestone
Bring a product idea, a business workflow or a legacy constraint. You do not need a technical specification or an in-house engineering team to start. We will identify the first scoped milestone, delivery risks and the artefacts your team will own.