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roblox-building
Use when building Roblox geometry, maps, props, or generated assets with MCP or standalone Luau.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when building Roblox geometry, maps, props, or generated assets with MCP or standalone Luau.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
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-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"] |
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.
search_asset + insert_asset for Creator Store assets when provenance and licensing are acceptable.generate_procedural_model for configurable primitive-part props and blockouts.generate_mesh for custom textured props and generate_material for surface variants.store_image/upload_image only for permitted images; pass a returned generationId to wait_job_finished before dependent work.Player ~5 studs | Door 4w×7h | Ceiling 10-14 | Counter 3.5-4 | Seat 1.5 | Path 6+
PivotTo the destination.Anchored, CanCollide, CastShadow, Color, and Material explicitly.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.
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.