roblox-building
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Use when building geometry, maps, props, or generated assets with MCP or standalone Luau.
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Summary
Use when building geometry, maps, props, or generated assets with MCP or standalone Luau.
Raw SKILL.md
2,958 bytes--- name: roblox-building description: "Use when building geometry, maps, props, or generated assets with MCP or standalone Luau." last_reviewed: 2026-08-31 sources: - original - https://devforum.roblox.com/t/large-scale-roblox-terrain-the-ultimate-guide/405672 - https://devforum.roblox.com/t/a-complete-guide-to-editableimages/3858566 - https://create.roblox.com/docs/reference/engine/classes/EditableImage - https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/studio/mcp.md - https://create.roblox.com/docs/production/game-design/core-loops - https://create.roblox.com/docs/production/game-design/onboarding - https://create.roblox.com/docs/production/game-design/onboarding-techniques - https://create.roblox.com/docs/projects/assets/toolbox - https://create.roblox.com/docs/scripting/security/third-party-vulnerabilities - https://create.roblox.com/docs/assistant/guide --- # Roblox Building ## When to Load Load for geometry, props, maps, and spatial onboarding via MCP or Luau. ## Quick Reference ### MCP Build Mode 1. Inspect Studio, Workspace, and existing assets. 2. Name the root, origin, dimensions, and assets. 3. Build in phases; read back each batch. 4. Verify the tree, view, and traversal. ### Asset Choice - Search project assets and Toolbox before generating. Check type, creator, price, scripts, and fit. - Before paid or cross-owner insertion, disclose creator, ID, price, and rights. Inspect scripts and dependencies; remove unneeded code and test in scene. See `roblox-security`. - MCP: `generate_procedural_model`, `generate_mesh`, `generate_material`. - Studio Assistant previews models, restyles textures, and segments imported meshes. These aren't confirmed MCP tools; see full reference. - Check mesh bounds, collision, PBR, and quality levels. - Use permitted images; wait for jobs to finish. - `EditableImage`/`EditableMesh` have permission and memory limits. - Use native Parts/CSG when reuse or generation is unsuitable. ### 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, not 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, and material explicitly. ### Acceptance **Prop:** named model, pivot, scale, bounds, materials, collision, anchoring, no loose parts, asset provenance. **Map:** root/origin, zones, landmarks, spawns/return paths, path widths, traversal, and bounds checks excluding Baseplate/Terrain/SpawnLocation. **Evidence:** readback, a view when supported, and playtest results. ### Anti-Patterns Guessing coordinates | unanchored or duplicate parts | hardcoded world positions | silent CSG failure | oversized batches | claims without readback **Details:** `references/full.md` covers maps, validation, and assets.
Security audits
SnykWARN
SocketPASS
Gen Agent Trust HubPASS

