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roblox-studio-mcp
Use when working with Roblox Studio through built-in MCP for scripts, scenes, generated assets, input, or playtesting.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
Use when working with Roblox Studio through built-in MCP for scripts, scenes, generated assets, input, or playtesting.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Use when implementing Roblox character animations, particles, beams, trails, tweens, camera shake, or other visual effects.
Use when building Roblox menus, HUDs, shops, notifications, dialogs, or responsive cross-platform UI.
Use when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding.
Use when validating RemoteEvent or RemoteFunction arguments, adding rate limits, designing server-authoritative systems, or preventing exploits.
Use when creating Roblox NPCs or enemies with pathfinding, state machines, line-of-sight or FOV detection, spawns, or AI update loops.
Use when building Roblox vehicles, ragdolls, projectiles, elevators, constraints, forces, or other physics-driven gameplay.
| 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"] |
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.
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.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.
search_game_tree, inspect_instance, script_search, script_read, script_grepmulti_edit, execute_luaugenerate_mesh, generate_material, generate_procedural_model, wait_job_finished, store_image, upload_imagestart_stop_play, get_console_output, screen_capture, character_navigation, user_keyboard_input, user_mouse_input, subagentThe 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.
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
execute_luau is stateless. Re-acquire references every call.wait_job_finished with that generationId before dependent edits.multi_edit chunks, not one oversized execution payload.Full tool mappings, live-schema differences, asset workflows, evidence recipes, and recovery rules: references/full.md