I’ve been struggling with the MRTK Figma Bridge tool in Unity and could use some help. When I try to bring in designs from Figma, everything imports as empty GameObjects except for the text elements which seem to work fine.
My setup:
Unity 2021.2.8f1
MRTK Figma Bridge 0.1.1
MRTK Standard Assets 2.7.3
MRTK Tools 2.7.3
OpenXR Plugin 1.2.1
What happens: After importing a Figma page, only TextMeshPro components show up properly. Everything else becomes empty GameObjects in the hierarchy. I suspect there might be a version compatibility issue or maybe the prefabs from Figma aren’t matching what’s available in my MRTK assets.
Steps I follow:
Go to Mixed Reality menu
Select Toolkit > MRTK Figma Bridge
Open Figma Bridge Window
Enter my access token
Load Files
Build Page 1
The import completes without any error messages, but the results aren’t what I expected. Has anyone encountered this before? Am I missing something in my configuration?
Had the same problem with MRTK Figma Bridge. It’s usually because you’re missing MRTK prefab libraries or they’re set up wrong. The bridge matches Figma component names to MRTK prefabs in your project, so if those prefabs aren’t there, it breaks. Make sure you’ve got the complete MRTK UX Components package installed - the bridge needs these to create the imported objects. Double-check your Figma design actually uses components that match available MRTK elements. Buttons and panels kept failing for me until I realized the MRTK Examples Hub wasn’t in my project. Install the full MRTK package with examples, then try importing your Figma design again.
check your figma components’ layer structure - the bridge breaks when there’s nested groups or funky naming. had this same problem. turned out my figma file had special characters in component names that unity couldn’t handle.
yea that happens sometimes! just make sure your figma layers are named the same as the MRTK components. also try clearing unity’s cache and reimporting, it can help with those import weirdnesses.
This screams Unity project config issue, not the Figma file. I hit this exact problem on a HoloLens project last year - bridge imported fine but couldn’t spawn the visual components. Your Unity asset database probably isn’t indexing MRTK components properly. Go to Assets > Refresh in Unity’s menu, then do a full restart. Figma Bridge caches component references at startup, so stale references = empty GameObjects. Also check that your MRTK profile uses the right UI shader variants. The bridge builds materials on the fly during import, and missing shaders make renderer components fail silently. Double-check your Graphics settings under Edit > Project Settings > Graphics to make sure MRTK shaders are included in builds.
This happens when the MRTK Figma Bridge can’t find matching prefabs in your project. I hit this same issue last month on a mixed reality project. The bridge needs specific folder organization and naming to map Figma components to Unity prefabs. Check that your MRTK assets are in the right StandardAssets folder hierarchy - the bridge only looks in certain paths. Also make sure your Figma components use the exact naming convention MRTK expects. The bridge will silently fail and leave empty GameObjects when it can’t find the right prefab. Try a simple test with just one Figma button to narrow it down. Since TextMeshPro works, the bridge is running but the MRTK component mapping is broken.
Been there, done that. The MRTK Figma Bridge is honestly a pain to maintain and debug. Even when you get all the prefabs and naming conventions right, it breaks with every Unity update.
I switched to automating the whole design-to-Unity workflow with Latenode instead. Set up a flow that grabs design specs from Figma’s API, processes the component data, and generates Unity prefabs automatically. Way more reliable than fighting with bridge tools.
The beauty is you can customize exactly how each Figma component maps to your Unity objects. No more empty GameObjects because you control the entire conversion logic. Plus when MRTK updates break things, you just update your automation flow instead of waiting for bridge fixes.
Takes maybe an hour to set up the initial workflow, but saves weeks of troubleshooting these import issues. Your TextMeshPro components work because text conversion is simple - but complex UI elements need proper data transformation that automation handles perfectly.