Roblox building
Give your AI coding agent a Roblox brain. Curated skills for Roblox Studio development.
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Use when building Roblox geometry, maps, props, or generated assets with MCP or standalone Luau.
SKILL.md
2.8 KB, as published. Nobody here has run it
When to Load
Load when building physical geometry, maps, props, or environment assets in Roblox Studio through MCP or standalone scripts. Covers spatial planning, CSG, generated/reused assets, scale, and verification. See references/full.md for complete patterns.
Quick Reference
MCP Build Mode
- Discover Studio/context, then inspect Workspace and existing asset conventions.
- Establish a named build root, origin, coordinate system, and geometry/asset manifest.
- Build in bounded phases: ground → zone shells → landmarks → props → environment.
- Read back after every asset, script, or geometry batch before continuing.
- Validate structure, capture a deliberate view, and playtest traversal when relevant.
Asset Choice
- Inspect and reuse a compatible existing asset first.
- Use
search_asset+insert_assetfor Creator Store assets when provenance and licensing are acceptable. - For cross-owner or paid assets, surface creator/source/price and get explicit consent before insertion.
- Use
generate_procedural_modelfor configurable primitive-part props and blockouts. - Use
generate_meshfor custom textured props andgenerate_materialfor surface variants. - Use
store_image/upload_imageonly for permitted images; pass a returnedgenerationIdtowait_job_finishedbefore dependent work. - Fall back to native Parts/CSG and report unavailable or unsuitable generation.
Player Scale
Player ~5 studs | Door 4w×7h | Ceiling 10-14 | Counter 3.5-4 | Seat 1.5 | Path 6+
Spatial Rules
- Named dimensions manifest, no magic numbers.
- Offset sub-parts from anchor CFrames, not guessed world coordinates.
- Snap to 0.125/0.25/0.5 studs.
- Build complex CSG near origin, then
PivotTothe destination. - Set
Anchored,CanCollide,CastShadow,Color, andMaterialexplicitly.
Acceptance
Prop: named model, pivot, scale, bounds, materials, collision, anchoring, no loose parts, asset provenance. Map: root/origin, zones, landmarks, spawns, path widths, traversal, and bounds checks excluding Baseplate/Terrain/SpawnLocation. Evidence: structural readback plus screenshot when supported, console/runtime result when playtested.
Anti-Patterns
Guessing coords | unanchored parts | hardcoded world positions | silent CSG failures | >20-30 parts/call | default gray | claiming generation succeeded without readback
Need detail? Load references/full.md for CSG wrappers, map structure, validation scripts, asset recipes, and evidence workflows.