tabooharmony/roblox-brain

roblox-studio-mcp

Use when working with Roblox Studio through built-in MCP for scripts, scenes, generated assets, input, or playtesting.

Trending #8068 First seen May 28, 2026

Installation

$ npx skills add tabooharmony/roblox-brain --skill roblox-studio-mcp

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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.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

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 2,972 B
  • docs SUMMARY.md 140 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 650 installs

SKILL.md

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 Studio MCP bridges exist: the official (built into Studio, closed-source) and chrrxs's (MIT). Route on tools/list (getconnectedinstances/eval/multiplayer → chrrxs; listrobloxstudios + per-call studio_id → official) BEFORE bridge-specific bootstrap.

Bootstrap before mutation

  1. Identify the target via listrobloxstudios (official) or getconnectedinstances (chrrxs).
  2. Pass the target's studioid (official) or instanceid (chrrxs) on every tool call.
  3. getstudiostate and confirm Edit/Client/Server availability.
  4. Inspect the target tree and scripts before changing them.

Execution contract

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

Edit-time injection (multiedit, Edit-context executeluau) writes scripts; it never targets a running playtest. Live evaluation targets a running VM: start play, wait for the intended Client/Server VM, then evaluate there. A stopped VM is never a live-evaluation target. Pass datamodel_type only where the tool requires it; do not guess from a previous session.

Capabilities

Inspect (searchgametree, inspectinstance, scriptread, scriptgrep), edit/execute (multiedit, executeluau), assets (searchasset/insertasset, generate* with waitjobfinished, storeimage/uploadimage), play/evidence (startstopplay, getconsoleoutput, screen_capture, input simulation, subagent).

Reliability rules

  • execute_luau is stateless: re-acquire references every call.
  • Read before write; read back after every script, asset, or geometry mutation.
  • Choose reuse vs generation vs native fallback before asset work.
  • Call waitjobfinished before edits that depend on a generation job.
  • Command-size limits are bridge-specific. Split large scripts into separate bounded multiedit/executeluau writes (or supported multi-edit operations), then read back the full payload to verify.
  • If MCP is absent, provide offline Luau and state what was not verified.

Full tool mappings, live schemas, asset workflows, and recovery rules: [references/full.md](references/full.md)