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Roblox building

Skill TabooHarmony/roblox-brain/skills/roblox-building

Give your AI coding agent a Roblox brain. Curated skills for Roblox Studio development.

Install
npx -y skills add TabooHarmony/roblox-brain --skill roblox-building

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  • 18 stars18 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.

What its author says it does

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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

  1. Discover Studio/context, then inspect Workspace and existing asset conventions.
  2. Establish a named build root, origin, coordinate system, and geometry/asset manifest.
  3. Build in bounded phases: ground → zone shells → landmarks → props → environment.
  4. Read back after every asset, script, or geometry batch before continuing.
  5. 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_asset for 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_model for configurable primitive-part props and blockouts.
  • Use generate_mesh for custom textured props and generate_material for surface variants.
  • Use store_image/upload_image only for permitted images; pass a returned generationId to wait_job_finished before 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 PivotTo the destination.
  • Set Anchored, CanCollide, CastShadow, Color, and Material explicitly.

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.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.