tabooharmony/roblox-brain

roblox-studio-mcp

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

Voir la source

Mode d’emploi

  1. Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
  2. Consultez le document original pour les outils, identifiants et environnements requis.
  3. Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-studio-mcp

Avant de commencer

  • L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
  • Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Document Skill original

Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

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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