Industrial-grade compiler and UPM plugin translating complex Figma layouts into native Unity uGUI hierarchies with non-destructive Smart Sync, Turbo Batching (23,000+ nodes), and automated 9-slice sprite atlasing.
Game development studios faced crippling 414 HTTP errors on large canvases and spent hundreds of engineering hours rebuilding Figma mockups in Unity, causing severe visual drift and overwriting custom runtime scripts upon re-export.
Engineered a multi-threaded AST compiler (C# .NET Standard 2.1) featuring a Turbo Batching Engine partitioning queries into 5 concurrent worker threads, persistent FigmaElement node hashing, dynamic 9-slice packing, and offline JSON compilation.
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.