tabooharmony/roblox-brain

roblox-building

Use when building geometry, maps, props, or generated assets with MCP or standalone Luau.

Trending #6984 First seen May 28, 2026

Installation

$ npx skills add tabooharmony/roblox-brain --skill roblox-building

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 42
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 3,000 B
  • docs SUMMARY.md 112 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 674 installs

SKILL.md

Roblox Building

When to Load

Load for Roblox geometry, props, maps, routes, landmarks, or spatial onboarding via MCP or Luau. See references/full.md for complete patterns.

Quick Reference

MCP Build Mode

  1. Discover Studio, Workspace, and existing asset conventions.
  2. Name the build root, origin, coordinates, and asset manifest.
  3. Build in bounded phases and read back each asset, script, or geometry batch.
  4. Validate structure, capture a deliberate view, and playtest traversal.

Asset Choice

  • Inspect and reuse a compatible existing asset first.
  • For Creator Store or paid assets, surface source, creator, price, and licensing before insertion.
  • Use generateproceduralmodel for blockouts, generatemesh for textured props, and generatematerial for surfaces.
  • For meshes, read back MeshPart/SurfaceAppearance, bounds, collision fidelity, anchoring; preview quality levels.
  • Use image tools only for permitted inputs; wait for the returned job before dependent work.
  • Runtime pixel/vertex editing (EditableImage/EditableMesh) is budget- and permission-gated, non-replicating: see full reference.
  • Fall back to native Parts/CSG and report unsuitable generation.

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: structural readback plus screenshot when supported, console/runtime result when playtested.

Anti-Patterns

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

Need detail? Load references/full.md for CSG wrappers, map structure, validation scripts, asset recipes, and evidence workflows.