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Roblox studio

Skill ShiroKSH/skills/skills/roblox-studio

Build, inspect, repair, validate, and playtest Roblox Studio maps and Luau through the local bridge. Use for SceneSpecs, terrain, Studio edits, gameplay objects, visual checks, and Rojo output.From its SKILL.md

Install
npx -y skills add ShiroKSH/skills --skill roblox-studio

Assembled 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

4.0 KB, 843 tokens by cl100k_base, as published. Nobody here has run it

Roblox Studio

Use the roblox-studio MCP tools to work against the place currently open in Studio. Keep new work under Workspace/MapDrafts.

Preflight

  1. Confirm the MCP tools are available. If they are missing or studio_ping reports offline, read setup.md.
  2. Run studio_ping before every work session.
  3. Inspect the relevant hierarchy with studio_get_tree; use studio_find_instances and studio_get_properties for targeted reads.
  4. State the place and target root before changing anything. Never imply that Studio changed when the bridge is offline.

Choose a Workflow

  • New map or major rebuild: read scene-spec.md, draft one SceneSpec, then use map_apply_scene_spec.
  • Fast graybox: use map_create_blockout, then validate the route before visual refinement.
  • Existing generated map repair: inspect first and batch related edits with studio_patch_instances.
  • Focused property edit: use studio_set_properties; use studio_create_instance only inside a managed root.
  • Terrain-only task: use terrain_generate with an explicit bounded size.
  • Luau plus Rojo output: set codegen.target to both and review every script before apply.
  • Tool choice or argument uncertainty: read tools.md.

Build Loop

  1. Translate the request into named areas, player route, scale, style, interactions, and acceptance checks.
  2. Preserve existing content unless the user explicitly asked to replace or edit it.
  3. For a SceneSpec, run map_apply_scene_spec with dryRun=true.
  4. Review target root, object count, services touched, filesystem writes, scripts, terrain, and reported risks.
  5. Apply with dryRun=false when the user requested the build or explicitly approved the dry run.
  6. Run map_validate on the exact returned map root with strictGeometry=true.
  7. Run map_readiness_check for playable maps; use profile="house" only for its named house contract.
  8. Inspect from useful angles with studio_focus_instance, studio_set_camera, and studio_visual_probe.
  9. Start a playtest when behavior matters. If Studio returns a manual fallback, ask for that one action and continue with studio_read_output afterward.
  10. Repair concrete failures and repeat validation. Prefer a scoped patch over rebuilding a sound map.

Quality Bar

  • Include a SpawnLocation, readable route, safe landings, and an obvious destination for playable maps.
  • Use unique, semantic names and models/folders for levels, buildings, routes, and systems.
  • Ground normal maps with layout.grounding.mode="raycast"; use manual for a known elevation and none only for intentional sky or void maps.
  • Put doors, buttons, elevators, teleporters, and checkpoints in functionalObjects. Bind a behavior to existing visible geometry with target when possible.
  • Treat validation warnings about terrain intersections, blocked doors, stair headroom, unreachable landings, or solid overlaps as repair work.
  • Do not call a map visually ready from object counts or map_validate alone.

Guardrails

  • Never request Roblox credentials, cookies, or .ROBLOSECURITY.
  • Never send the bridge token anywhere except the local Studio plugin.
  • Never use external asset IDs without a user-supplied allowlist.
  • Keep direct edits and deletes inside managed roots. Deletes require the configured confirm token and explicit user intent.
  • Do not enable studio_execute_luau to bypass declarative tools. If it is genuinely required, explain the exact code and risk first.
  • Avoid remote code, HTTP, require(assetId), loadstring, and hidden loaders in generated Luau.

Handoff

Report the exact map root, manifest path, Rojo files, validation/readiness result, playtest result, warnings left, and the next manual Studio check. Separate verified results from visual judgment.

What ships with it: 4 files

6.9 KB alongside SKILL.md

agents/

references/

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