Roblox ui implementation
Implement Roblox UI in Studio. Use for ScreenGui, HUDs, menus, mobile-safe layouts, UI state controllers, touch controls, buttons, progress bars, shop panels, reward surfaces, and verifying UI through Roblox Studio MCP.From its SKILL.md
npx -y skills add AshExplained/roblox-skills --skill roblox-ui-implementationAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
SKILL.md
3.2 KB, 648 tokens by cl100k_base, as published. Nobody here has run it
Roblox UI Implementation
Goal
Build Roblox UI that is readable, responsive, touch-friendly, and connected to real game state without trusting the client for valuable decisions.
Design Gate (read before building)
Do not improvise UI. Before building a non-trivial surface, read its approved design brief:
design/DESIGN.md— global palette, type scale, spacing, and patterns.design/features/<feature-slug>/design.md— this surface's layout, states, and mobile/tablet/desktop behavior. It must sayStatus: approved.
If the brief is missing or still draft, stop and run roblox-game-ux to produce and approve it first (or get an explicit user override). Build every state the brief specifies — default, empty, loading, error, and permission/locked — not just the happy path, and match the mobile/tablet/desktop behavior it describes.
Architecture
- Keep UI construction and state updates in client-side controllers.
- Keep reward, purchase, inventory, and currency decisions on the server.
- Put shared UI constants or formatting helpers in
ReplicatedStorage. - Use remotes to request actions, not to grant value directly.
- Separate HUD state, menu state, notification state, and input handling when the UI grows.
Layout Rules
- Design phone-first.
- Use
UIScale, constraints, and anchors deliberately. - Keep important buttons away from corners and system gesture zones.
- Use large tap targets and clear pressed/disabled/loading states.
- Avoid text that can overflow in small buttons or compact panels.
- Keep core HUD visible without blocking the playfield.
Common Surfaces
- HUD: objective, currency, health/energy, progress, next reward.
- Upgrade panel: current value, next value, cost, affordability.
- Shop: optional offers, clear benefit, no first-session pressure.
- Rewards: short celebration, visible delta, next goal.
- Settings: audio, graphics/performance, input preferences.
MCP Build Workflow
- Locate UI scripts and GUI instances with
script_search,script_grep, andsearch_game_tree. - Read scripts with
script_readand inspect GUI instances withinspect_instance. - Use
multi_editfor code changes orexecute_luaufor targeted GUI construction. - Use
start_stop_play,user_mouse_input,user_keyboard_input, andscreen_captureto verify. - Check
get_console_output.
Verification
Confirm:
- Text fits on mobile-sized screens.
- Buttons have obvious affordances and state.
- UI does not block first action.
- Valuable actions are server-validated.
- The built surface matches the approved design brief across mobile, tablet, and desktop, including empty/loading/error states.
- No new console errors.
Next
Verify the surface with roblox-mobile-playtest and roblox-playtest-qa. If the UI drove new server actions, review the trust boundary with roblox-security-economy. Return to roblox-to-issues / roblox-game-development-lifecycle for the next slice.
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.