ssyubix-pixelart-mcp
MCP server (Python) for drawing pixel art and assembling 2D game tilesets.
Built with MCP Python SDK v1.x
(stable), stdio transport, designed to be used alongside
unity-mcp-server in a single agent session.
Installation
From PyPI:
pip install ssyubix-pixelart-mcp
Or from source:
git clone https://github.com/syuaibsyuaib/ssyubix-pixelart-mcp
cd ssyubix-pixelart-mcp
python3 -m venv venv
source venv/bin/activate
pip install -e .
Running
python -m pixelart_mcp.server
ssyubix-pixelart-mcp
Connecting to Claude Desktop / Claude Code
Add to claude_desktop_config.json (Claude Desktop) or via
claude mcp add (Claude Code):
{
"mcpServers": {
"pixelart": {
"command": "/path/to/ssyubix-pixelart-mcp/venv/bin/python",
"args": ["-m", "pixelart_mcp.server"]
}
}
}
Drawing
pixelart_create_canvas, pixelart_import_canvas, pixelart_set_pixel, pixelart_draw_line, pixelart_draw_rect, pixelart_draw_circle, pixelart_draw_polygon, pixelart_flood_fill
Canvas Management
pixelart_clear_canvas, pixelart_flip_canvas, pixelart_duplicate_canvas, pixelart_get_canvas_info, pixelart_get_canvas_preview, pixelart_delete_canvas, pixelart_list_canvases
Color Palette
pixelart_generate_palette, pixelart_extract_palette
Size Suggestion
pixelart_suggest_tile_size, pixelart_suggest_tilemap_layout
Tileset
pixelart_create_tileset, pixelart_set_tile, pixelart_export_tileset, pixelart_delete_tileset, pixelart_list_tilesets
Terminology: Tile vs Tileset vs Tilemap
These are easy to conflate and doing so produces broken/tiny output โ a
real bug that happened in production: an agent asked for a "tilemap" got
back a single 32x32 canvas (that's a tile size) and shipped it as the
whole map, which looked broken when used at real scale.
- Tile: one small square (e.g. 16x16px) โ
pixelart_create_canvas.
- Tileset: a sheet of many distinct tiles arranged in a grid (e.g. grass,
path, water tile types) โ
pixelart_create_tileset + pixelart_set_tile + pixelart_export_tileset.
- Tilemap: a full level/map, composed of many tiles placed across a grid
(built the same way as a tileset, but every slot is filled to represent
the actual level layout) โ never a single tile-sized canvas.
Typical Workflow
For a single asset/tile:
pixelart_suggest_tile_size (optional) โ ask for ideal tile size based on object category or screen resolution.
pixelart_generate_palette โ create color palette according to style/mood.
pixelart_create_canvas โ pixelart_set_pixel / draw_line / draw_rect / draw_circle / flood_fill โ draw a single tile.
pixelart_get_canvas_preview โ view the result (upscaled PNG) before proceeding.
For a tileset or a full tilemap/level:
5. pixelart_suggest_tilemap_layout โ get the grid (columns/rows) and total pixel
size needed, from either an explicit tile count or a target screen/level size.
6. pixelart_create_tileset with that grid โ pixelart_set_tile for every slot โ pixelart_export_tileset.
7. The result of export_tileset is PNG + JSON metadata (tile size, grid, PPU) โ
the agent can then call unity-mcp-server tools to slice/import into a Unity project.
Running Tests
sh claude_tools/run_tests.sh
Structure
pixelart_mcp/
server.py # entry point, registers 23 tools
canvas.py # pixel drawing primitives
palette.py # palette generator
sizing.py # tile size heuristics
tileset.py # tileset assembly & export
models.py # Pydantic input models
tests/ # 58 unit tests
claude_tools/ # helper script (dump schema, run tests)
task.md # status & work notes
PUBLISHING.md # guide to publish to PyPI & official MCP Registry
If unity-mcp-server is Not Available
pixelart_mcp is not technically dependent on unity-mcp-server โ
all tools above work fully without it. The difference is only in the final step:
without unity-mcp-server, the result of pixelart_export_tileset (PNG +
JSON metadata) must be imported manually into Unity Editor. Here are the steps
(based on official Unity Manual), to guide an AI when helping a non-technical user:
- Copy the exported PNG file to the
Assets folder (or a subfolder like
Assets/Sprites) within your Unity project.
- In the Project window, click on the PNG file. In the Inspector panel:
- Texture Type โ
Sprite (2D and UI)
- Sprite Mode โ
Multiple (because it contains many tiles in one sheet)
- Pixels Per Unit โ enter the
ppu value from the JSON metadata file
- Filter Mode โ
Point (no filter) โ to keep pixel art sharp, not blurred
- Compression โ
None โ to prevent color corruption
- Click Apply.
- Click the Sprite Editor button in the Inspector to open the Sprite Editor.
- In the Sprite Editor, click the Slice dropdown, select Grid By Cell Size,
then enter the Pixel Size with
tile_width x tile_height from the JSON metadata.
- Click Slice, then click Apply in the Sprite Editor toolbar.
- Done โ each tile is now a separate sprite that can be dragged directly into the
Scene or used in a Tilemap.
All required values (tile_width, tile_height, ppu) are automatically
available in the .json file generated by pixelart_export_tileset
โ the AI does not need to calculate them, just read them and guide the user
through the steps above.
For AI Agents Maintaining/Developing This Project
Read AGENTS.md first โ it contains the architecture map, mandatory conventions,
checklist for adding new tools, and the workflow for handling user feedback/feature requests.
License
Apache License 2.0 โ see LICENSE and NOTICE files.
Publishing to PyPI & MCP Registry
See PUBLISHING.md for complete guide (exact commands, requires personal
credentials โ PyPI token & GitHub OAuth login).
SDK Version Notes
This server is built on top of v1.x MCP Python SDK (stable, recommended
for production). SDK v2 is still pre-release as of July 2026 โ not used here
per policy of "only stable/current official references".