mcpField
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roblox-building

roblox-building

github.com/tabooharmonyCreative & media1382.5k installsUpdated 2w ago
Repository

About roblox-building

roblox-building is a skill for creating geometry, props, maps, and spatial onboarding in Roblox. It guides agents through phased building with MCP or Luau, emphasizing asset checks, scale, and verification of the resulting scene.

Key features

  1. 01Build in phases and verify by reading back
  2. 02Check project and Toolbox assets first
  3. 03Choose procedural models, meshes, or materials
  4. 04Plan spaces around player scale
  5. 05Check collisions, bounds, and materials
  6. 06Verify map traversal and build evidence

Use cases

  1. 01Create props and maps in Roblox Studio
  2. 02Choose and inspect assets for a scene
  3. 03Validate geometry scale, collision, and anchoring
  4. 04Check a map through readback and playtesting

MCP support

The skill guides Roblox building through MCP capabilities, including procedural model, mesh, and material generation; building can also be done with Luau.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-building

After installing, type/roblox-buildingin Claude Code to confirm it loaded.

Bundled filesreferences/full.md

Details

From the project README

Roblox Building

When to Load

Load for geometry, props, maps, and spatial onboarding via MCP or Luau.

Quick Reference

MCP Build Mode

1-2. Inspect Studio/Workspace/assets; name root, origin, dimensions, assets. 3-4. Build in phases with readback; verify tree, view, traversal.

Asset Choice
  • Search project assets and Toolbox first; check type, creator, price, scripts, fit.
  • Paid/cross-owner insertion: disclose creator, ID, price, rights first. Inspect scripts/dependencies; remove unneeded code. See roblox-security.
  • MCP: generate_procedural_model, generate_mesh, generate_material.
  • Check mesh bounds, collision, PBR, and quality levels.
  • Use permitted images; wait for jobs to finish.
  • EditableImage/EditableMesh: permission + memory limits.
  • Native Parts/CSG when reuse/generation is unsuitable.
  • Asset privacy: new accounts/groups create Images/Decals/Meshes Restricted — blank texture/invisible mesh usually means a missing grant, not corruption. Read the Output error; grant the experience in Creator Dashboard. See roblox-studio-mcp.
Player Scale

Player ~5 studs | Door 4w×7h | Ceiling 10-14 | Counter 3.5-4 | Seat 1.5 | Path 6+

Spatial Rules
  • Name dimensions; offset sub-parts from anchor CFrames, never guessed world coordinates.
  • Snap to 0.125/0.25/0.5 studs. Build complex CSG near origin, then PivotTo the destination.
  • Set anchoring, collision, shadows, color, material explicitly.
Acceptance

Prop: named model, pivot, scale, bounds, materials, collision, anchoring, no loose parts, provenance. Map: root/origin, zones, landmarks, spawns/return paths, traversal, bounds excluding Baseplate/Terrain/SpawnLocation. Evidence: readback, view when supported, playtest results.

Anti-Patterns

Guessing coordinates | unanchored/duplicate parts | hardcoded world positions | silent CSG failure | oversized batches | claims without readback

Details: references/full.md (maps, validation, assets).

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