Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/chav0/unityfigmamcp/build-prefabnpx skills add chav0/UnityFigmaMCP --skill build-prefabgit clone --depth 1 https://github.com/chav0/UnityFigmaMCPWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/chav0/unityfigmamcp/build-prefab)<a href="https://agentmods.dev/skills/chav0/unityfigmamcp/build-prefab"><img src="https://agentmods.dev/badge/skills/chav0/unityfigmamcp/build-prefab.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00105 | $0.01585 |
| Opus 5 | $0.00053 | $0.00792 |
| Sonnet 5 | $0.00021 | $0.00317 |
| Haiku 4.5 | $0.00011 | $0.00159 |
Grade A, and why
build-prefab scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Build Prefab — Figma to Unity
This skill walks through building a Unity UI prefab from a Figma node. It's an interactive workflow: you show the user what they're about to build, let them choose how, run the build, and report what happened — including what sprites are missing so they can deal with those separately.
Input
The user needs to provide:
- Figma file key — the key from the Figma URL (
figma.com/file/<key>/...) - Node ID — the specific frame or component to build (
123:456) - Prefab name — what to call the resulting prefab
Optional:
- Save path — where to save (defaults to the project's prefab folder from settings)
- Pipeline ID — which pipeline to use (defaults to first available)
If the user gives a Figma URL, extract the file key and node ID from it.
Workflow
Step 1 — Fetch the Figma node
Call figma_get_node with the file key and node ID. This downloads the full node tree
and saves it locally for the build pipeline to use.
Step 2 — Show preview
Do these two calls in parallel:
figma_export_image— export the node as a PNG at 1x scale (pass[nodeId]), then show the image to the userfigma_get_node_names— get the slim hierarchy tree
Display the hierarchy to the user, but limit to 3 levels deep to keep it readable. The user needs to see what they're about to build — the structure might be more complex than expected, or it might be the wrong node.
Step 3 — Rename objects in Figma
If the root node is NOT a component (i.e. it's a plain FRAME), review the hierarchy from Step 2 and identify nodes with generic auto-generated Figma names like "Frame 32", "Group 5", "Rectangle 1", "Vector", etc. Rename them directly in the Figma file using the Figma MCP before building — the prefab will inherit the correct names.
Use PascalCase and name objects by their purpose:
| Role | Prefix | Examples |
|---|---|---|
| Layout / background container | Layout |
LayoutHeader, LayoutContent, LayoutRow |
| Icon / image | Icon |
IconLock, IconStar, IconCoin |
| Button | Button |
ButtonPlay, ButtonClose, ButtonSettings |
| Title text | Header |
HeaderScreen, HeaderSection |
| Subtitle / body text | Description |
DescriptionHint, DescriptionPrice |
| Small label / caption | Label |
LabelCount, LabelStatus, LabelTimer |
| Separator line | Separator |
Separator, SeparatorHorizontal |
| Scrollable area | Scroll |
ScrollContent, ScrollList |
| Toggle / checkbox | Toggle |
ToggleSound, ToggleNotifications |
| Progress bar / slider | Progress |
ProgressHP, ProgressXP |
| Avatar / portrait | Avatar |
AvatarPlayer, AvatarOpponent |
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 5d ago First seen · 159 lines · 105 tokens per session scan A 924a9a8bdce2
build-prefab is a skill published in the GitHub repository chav0/UnityFigmaMCP (2 stars, last pushed 20d ago), licensed MIT. It adds 105 tokens to every session and 1,585 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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