Build a plugin with one sentence: Figma's full demonstration of handing tool-making back to designers.
Figma deep dive: Agent-built plugins | Config 2026 · Georgia
33 min total·Actually worth watching closely: ~21 min·3 must-watch clips
- 0:14 – 7:14Listen
From a Slack message to the Config stage
The team walks through how the project went from an internal prototype all the way to the conference stage, and the problem they actually wanted to solve: giving plugin-making back to designers blocked by the engineering bar. The core claim is a single sentence — if you can describe the tool, you can build the tool.
A tool doesn't have to be an entire product. Something useful just this week, something that saves you ten minutes a day, is a legitimate thing to build.
This stretch is mostly the team onstage talking through the thinking and the backstory; there's nothing on screen you need to watch, so you can listen while doing something else.▶ Jump to 0:14Speaker · Georgia - 7:14 – 14:17Watch
Building a plugin live for the first time
Creating a new plugin starts with the agent: it works out which type of plugin you want, and when the ask is vague it turns around and asks which controls and what UI you want, then puts a run button right in the chat when it finishes. Props Kit and the new tools bar on the left rail also make their first appearance.
The whole creation flow never takes you off the canvas — the step right after it finishes generating is running it, with no jumping around or waiting in between.
This is the first end-to-end pass through the flow: you can see the agent asking follow-ups, the controls being generated, and the canvas responding live as a 3D rotation slider is dragged. Audio alone loses half of it.▶ Jump to 7:14Speaker · Georgia - 14:17 – 18:00Watch
Odd controls, and a weather plugin from one sentence
Beyond the usual sliders and dropdowns, Props Kit carries easing curves, joysticks and 3D controllers, and you can push the agent to wire them to properties you'd never expect. Then, live onstage, a single description generates a plugin that pulls real weather data.
Plugins can reach external live data — the boundary is well past nudging shapes around on the canvas.
The value of a joystick or an easing control is entirely in the feel; you have to watch how the canvas responds as it's dragged. The weather segment is a complete zero-to-working run, worth watching frame by frame.▶ Jump to 14:17Speaker · Jason - 18:00 – 20:23Skim
Where to edit it, and what it costs
How to keep changing a plugin after it's built: the recently-run list in the left rail, filtering by created-by-you, the edit item in the dot-dot-dot menu that carries the plugin's context back into the chat, and slash commands to run or modify it directly. Then the cost model.
Pay to create, free to run forever — running your own plugin, Figma's, or a colleague's costs you nothing.
The entry points are clicked through one at a time in the UI; a rough sense of where the menus sit is enough, no need to trace every step. The cost line is purely spoken — just listen for it.▶ Jump to 18:00Speaker · Georgia - 20:27 – 24:10Watch
The small tools the team built for themselves
Team members take turns showing plugins they made for their own daily annoyances, from one-prompt throwaways to a fairly refined gradient grid generator: gradient direction is set by dragging endpoints on the canvas, a joystick handles the chaos, and the grid keeps its layout intact as rows are added or removed.
Controls can be mapped to handles you manipulate directly on the canvas, moving parameter tweaking out of the panel and onto the design object itself.
Handle dragging and the grid adapting only land when you see the pointer pull an endpoint and the shapes rearrange behind it — that's what separates this from typing numbers into a panel.▶ Jump to 20:27Speaker · Jason - 24:10 – 27:27Watch
Feeding a PRD in to build a game terrain tool
The most involved chain in the talk: a product doc is fed straight to the agent through the Notion connector, producing a frame slicer plus a game terrain builder. Then comes the nail generator, assembled internally from several shader fills in different styles.
The input doesn't have to be one sentence — a written spec can turn into a whole set of tools.
The slicing and the terrain generation are both continuously changing footage, and the nail segment needs you to see how many layers of different fills are stacked inside one plugin. A static description can't carry it.▶ Jump to 24:10Speaker · Jason、Angel - 27:27 – 30:00Watch
What it looks like once the pieces stack
Shader effects, shader fills and generative plugins composed into a single tool: the nail example carries curvature, gloss and intensity at once, with light position dragged directly on the canvas. Right after it comes a plugin that opens the webcam, outlines the face in real time, and keyframes the whole clip automatically.
Plugins get the whole plugin API — device capabilities like the webcam and the motion timeline are both within range.
How the highlights travel as the light handle moves, how the webcam tracks a face in real time, and how the keyframes fill the timeline are the three most visually striking things in the talk.▶ Jump to 27:27Speaker · Georgia - 30:00 – 32:41Listen
What you can use now, and what's next
Where things stand: Props Kit and on-canvas handles are available today for all generative plugins, and classically-built plugins will be upgradable too; publishing to the community and to your organization is still on the way, so for now you share by inviting people to your file or copying across files. The project is only a little over a month and a half old.
The team explicitly wants you to take the most annoying thing in your own workflow and go build it, rather than waiting for the feature set to fill out.
The rest is spoken status and a call to action, with nothing new on screen — just listen through to the end.▶ Jump to 30:00Speaker · Georgia