Roblox Building

TabooHarmony/roblox-brain/skills/gameplay/roblox-building

by TabooHarmony38826be57ee37bcf023e9c2b85681bea3909281cNo licenseListed Oct 9, 2026Updated Oct 9, 2026

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

AI-generated overview

Guides building Roblox geometry, maps, and props via MCP or Luau, with scale, spatial, and acceptance rules.

What it does
This skill provides instructions for constructing Roblox geometry, maps, props, and generated assets using MCP build mode or standalone Luau. It covers asset selection and provenance checks, player-scale dimensions, spatial placement rules such as snapping and pivoting, and acceptance criteria for props and maps. It also lists anti-patterns to avoid and points to a fuller reference document.
When to use it
Use it when building or validating Roblox geometry, props, maps, or spatial onboarding content. It fits workflows that involve MCP build mode, Luau construction, or asset insertion decisions in Roblox Studio.
Requirements
No scripts ship with the skill; it is instructions only. It references Roblox Studio, MCP tools, Luau, and a bundled reference file, and it assumes access to Roblox project assets and Toolbox content.

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.

Source and attribution

Source:TabooHarmony/roblox-braininskills/gameplay/roblox-buildingat commit38826be

License: No license

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