| name | roblox-building |
| description | Use when building Roblox geometry, maps, props, or generated assets with MCP or standalone Luau. |
| last_reviewed | "2026-07-12T00:00:00.000Z" |
| sources | ["original","https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/studio/mcp.md"] |
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_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.