| name | roblox-studio-mcp |
| description | Use when working with Roblox Studio through built-in MCP for scripts, scenes, generated assets, input, or playtesting. |
| last_reviewed | "2026-07-12T00:00:00.000Z" |
| sources | ["https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/studio/mcp.md","https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/parts/procedural-models.md","https://create.roblox.com/docs/reference/engine/classes/ProceduralModel"] |
Roblox Studio MCP
When to Load
Load when working with Roblox Studio through its MCP server: inspecting or editing scripts, building maps and props, generating or inserting assets, debugging, or playtesting. Skip for standalone code generation with no Studio connection.
Quick Reference
Bootstrap before mutation
list_roblox_studios and identify the target.
set_active_studio with the returned ID when selection matters.
get_studio_state and confirm Edit/Client/Server availability.
- Inspect the target tree and scripts before changing them.
Use the actual exposed schema. Pass datamodel_type only where the tool requires it: Edit for edit-time changes, Client or Server for runtime operations. Do not guess from a previous session.
Capabilities
- Inspect:
search_game_tree, inspect_instance, script_search, script_read, script_grep
- Edit/execute:
multi_edit, execute_luau
- Assets: search and insert existing assets;
generate_mesh, generate_material, generate_procedural_model, wait_job_finished, store_image, upload_image
- Play/evidence:
start_stop_play, get_console_output, screen_capture, character_navigation, user_keyboard_input, user_mouse_input, subagent
The docs use names such as search_asset and insert_asset; other bridges may expose aliases such as search_creator_store and insert_from_creator_store. Route by capability, then inspect the live schema.
Execution contract
discover → select Studio/context → inspect → mutate in bounded batches
→ read back → playtest when needed → inspect console/visual evidence
→ clean up or report the exact fallback
Reliability rules
execute_luau is stateless. Re-acquire references every call.
- Read before write and read back after every script, asset, or geometry mutation.
- Generate or insert assets only after choosing between reuse, procedural generation, mesh/material generation, and native fallback.
- Treat generation as asynchronous when a generation ID is returned; call
wait_job_finished with that generationId before dependent edits.
- Keep large scripts in
multi_edit chunks, not one oversized execution payload.
- If MCP is absent or a capability is unavailable, provide complete offline Luau and state what was not verified.
Full tool mappings, live-schema differences, asset workflows, evidence recipes, and recovery rules: references/full.md