About roblox-ui-implementation
A skill for implementing Roblox interfaces that adapt to screen sizes and reflect real game state. It requires an approved design brief and emphasizes server-side validation for valuable actions.
Key features
- 01Require an approved UI design brief
- 02Build responsive, touch-friendly layouts
- 03Separate client UI from server decisions
- 04Cover loading, error, and empty states
- 05Verify across device sizes
Use cases
- 01Implement mobile-first Roblox HUDs
- 02Build shops, upgrades, and reward panels
- 03Connect interface actions to game state
- 04Check UI behavior through playtests
MCP support
Describes a Roblox MCP build workflow using tools to find and inspect scripts and GUI instances, make edits, run the game, provide input, capture screens, and check console output.
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ ashexplained/ roblox-skills --skill roblox-ui-implementationAfter installing, type/roblox-ui-implementationin Claude Code to confirm it loaded.
Details
From the project READMERoblox UI Implementation
Goal
Build Roblox UI that is readable, responsive, touch-friendly, and connected to real game state without trusting the client for valuable decisions.
Design Gate (read before building)
Do not improvise UI. Before building a non-trivial surface, read its approved design brief:
design/DESIGN.md— global palette, type scale, spacing, and patterns.design/features/<feature-slug>/design.md— this surface's layout, states, and mobile/tablet/desktop behavior. It must sayStatus: approved.
If the brief is missing or still draft, stop and run roblox-game-ux to produce and approve it first (or get an explicit user override). Build every state the brief specifies — default, empty, loading, error, and permission/locked — not just the happy path, and match the mobile/tablet/desktop behavior it describes.
Architecture
- Keep UI construction and state updates in client-side controllers.
- Keep reward, purchase, inventory, and currency decisions on the server.
- Put shared UI constants or formatting helpers in
ReplicatedStorage. - Use remotes to request actions, not to grant value directly.
- Separate HUD state, menu state, notification state, and input handling when the UI grows.
Layout Rules
- Design phone-first.
- Use
UIScale, constraints, and anchors deliberately. - Keep important buttons away from corners and system gesture zones.
- Use large tap targets and clear pressed/disabled/loading states.
- Avoid text that can overflow in small buttons or compact panels.
- Keep core HUD visible without blocking the playfield.
Common Surfaces
- HUD: objective, currency, health/energy, progress, next reward.
- Upgrade panel: current value, next value, cost, affordability.
- Shop: optional offers, clear benefit, no first-session pressure.
- Rewards: short celebration, visible delta, next goal.
- Settings: audio, graphics/performance, input preferences.
MCP Build Workflow
- Locate UI scripts and GUI instances with
script_search,script_grep, andsearch_game_tree. - Read scripts with
script_readand inspect GUI instances withinspect_instance. - Use
multi_editfor code changes orexecute_luaufor targeted GUI construction. - Use
start_stop_play,user_mouse_input,user_keyboard_input, andscreen_captureto verify. - Check
get_console_output.
Verification
Confirm:
- Text fits on mobile-sized screens.
- Buttons have obvious affordances and state.
- UI does not block first action.
- Valuable actions are server-validated.
- The built surface matches the approved design brief across mobile, tablet, and desktop, including empty/loading/error states.
- No new console errors.
Next
Verify the surface with roblox-mobile-playtest and roblox-playtest-qa. If the UI drove new server actions, review the trust boundary with roblox-security-economy. Return to roblox-to-issues / roblox-game-development-lifecycle for the next slice.