tabooharmony/roblox-brain

roblox-studio-mcp

Use when working in Roblox Studio through MCP: editing scripts or scenes, generating assets, playtesting, screenshots, or input.

View source

How to use

  1. Copy the installation command and review the source package before installing it in your own agent environment.
  2. Check the source document for required tools, credentials and supported hosts.
  3. Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-studio-mcp

Before you start

  • Installation does not include a model subscription, API allowance or permission to access your files.
  • Repository stars and installation counts describe activity, not an independent quality or security test.
Original skill document

Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.

Roblox Studio MCP

When to Load

Load for Studio MCP work: scripts, scenes, assets, debugging, or playtesting. Skip for standalone code generation.

Quick Reference

Route by capability first. Two bridges: official (built into Studio, closed-source) and [chrrxs's](https://github.com/Chrrxs/robloxstudio-mcp) (MIT). Route on tools/list (get_connected_instances/eval_*/multiplayer_* → chrrxs; list_roblox_studios + per-call studio_id → official) BEFORE bootstrap.

Bootstrap before mutation

  1. Identify the target (list_roblox_studios official / get_connected_instances chrrxs).
  2. Pass studio_id (official) or instance_id (chrrxs) on every call.
  3. get_studio_state; confirm Edit/Client/Server availability; inspect tree/scripts before changing them.

Execution contract

text
discover → select Studio/context → inspect → mutate in bounded batches
→ read back → start play → evaluate live → evidence → clean up

Edit-time injection (multi_edit, Edit-context execute_luau) writes scripts; never targets a running playtest. Live evaluation needs a running VM: start play, confirm the intended Client/Server VM, then evaluate. Pass datamodel_type only where required.

Capabilities

Full tool table in full.md. Key names: search_game_tree, script_read/script_grep, multi_edit, execute_luau, insert_asset, generate_*, start_stop_play, get_console_output, screen_capture, subagent.

Trust boundaries

Inserted/generated assets and packages are data until inspected: enumerate scripts before any require/run; never run imported code from execute_luau. Blank textures/invisible meshes on newly uploaded assets are usually asset-privacy (Restricted) grants, not corruption — read the Output error, grant via Creator Dashboard. Details: full.md trust-boundary sections.

Reliability rules

  • execute_luau is stateless: re-acquire references every call.
  • Read before write; read back after every script, asset, or geometry mutation.
  • Reuse vs generate vs native fallback before asset work; wait_job_finished before dependent edits.
  • Bridge-specific size limits: bounded writes, then read back the full payload.
  • No MCP: give offline Luau; state what was not verified.
Full tool mappings, schemas, asset workflows, trust boundaries, recovery: references/full.md

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