Roblox Studio Mcp

TabooHarmony/roblox-brain/skills/tools/roblox-studio-mcp

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

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

AI-generated overview

Guides an agent through using Roblox Studio's MCP bridges to inspect, edit, and playtest Roblox projects.

What it does
This skill provides operating guidance for working with Roblox Studio through MCP bridges, covering the official built-in bridge and a third-party one. It describes routing by capability, bootstrapping a target Studio instance, inspecting trees and scripts, making bounded edits, generating and inserting assets, and running playtests with console output and screen capture as evidence. It also lists reliability rules such as reading before writing, re-acquiring references because execute_luau is stateless, and waiting for generation jobs before dependent edits.
When to use it
Use it when a task involves Roblox Studio through MCP, including scripts, scenes, generated assets, input simulation, debugging, or playtesting. It is not intended for standalone code generation outside Studio.
Requirements
Requires an agent with access to a Roblox Studio MCP bridge (official built-in or third-party) and a running Studio instance; no scripts ship with the skill, only instructions and a reference document.

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 (get_connected_instances/eval_*/multiplayer_* → chrrxs; list_roblox_studios + per-call studio_id → official) BEFORE bridge-specific bootstrap.

Bootstrap before mutation

  1. Identify the target via list_roblox_studios (official) or get_connected_instances (chrrxs).
  2. Pass the target's studio_id (official) or instance_id (chrrxs) on every tool call.
  3. get_studio_state and confirm Edit/Client/Server availability.
  4. Inspect the target tree and 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; 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 (search_game_tree, inspect_instance, script_read, script_grep), edit/execute (multi_edit, execute_luau), assets (search_asset/insert_asset, generate_* with wait_job_finished, store_image/upload_image), play/evidence (start_stop_play, get_console_output, 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 wait_job_finished before edits that depend on a generation job.
  • Command-size limits are bridge-specific. Split large scripts into separate bounded multi_edit/execute_luau 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 [blocked]

Source and attribution

Source:TabooHarmony/roblox-braininskills/tools/roblox-studio-mcpat commit38826be

License: No license

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