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roblox-studio-mcp

/roblox-studio-mcp

Steruje Roblox Studio przez wbudowany serwer MCP: eksploruje DataModel, edytuje skrypty, uruchamia Luau i robi zrzuty ekranu.

Repozytorium
roblox-skills ↗
Licencja
MIT
Ostatnia zmiana repozytorium
17.10.2026

Ocena i bezpieczeństwo

100/ 100Klasa: dobry
Format25 / 25
Frontmatter z nazwą i opisem, poprawna nazwa, opis do 1024 znaków, nazwa zgodna z folderem.
Odkrywalność25 / 25
Opis mówi, kiedy użyć skilla, ma sensowną długość i jest w 3. osobie.
Treść35 / 35
Co najmniej 150 słów i do 500 linii, nagłówki, listy kroków, przykłady albo kod.
Higiena15 / 15
Bez zaślepek typu TODO, bez ścieżek Windows, z licencją.
Ryzykobrak sygnałów w skanie
Pliki w paczce
2
Skrypty
0
Komentarze HTML
0
Adresy URL w SKILL.md
0
Przestarzałość

Brak sygnałów. Repozytorium zmienione 17.10.2026, bez odwołań do wycofanych modeli i API.

Licencja

MIT, otwarta: można używać i zmieniać, z zachowaniem informacji o autorze.

Co robi i kiedy

Steruje Roblox Studio przez wbudowany serwer MCP: eksploruje DataModel, edytuje skrypty, uruchamia Luau i robi zrzuty ekranu.

Oryginalny opis (EN)

Drive Roblox Studio from an AI agent via the built-in Studio MCP server - connecting Claude Code, Codex, Cursor, OpenCode, Gemini CLI; tools to explore the DataModel, read/edit scripts, run Luau in edit/server/client, playtest, read output, capture screenshots, simulate input, insert assets. Use when an agent should inspect, modify, or playtest an open Studio place, or to set up the connection.

Jak działa

  1. Setup
  2. Tools
  3. The working loop
  4. Rules of thumb
  5. Roblox-authored skills and conversions
  6. Related skills
Sekcje z nagłówków SKILL.md, w oryginale · 99 linii, 780 słów
Podgląd SKILL.md
---
name: roblox-studio-mcp
description: Drive Roblox Studio from an AI agent via the built-in Studio MCP server - connecting Claude Code, Codex, Cursor, OpenCode, Gemini CLI; tools to explore the DataModel, read/edit scripts, run Luau in edit/server/client, playtest, read output, capture screenshots, simulate input, insert assets. Use when an agent should inspect, modify, or playtest an open Studio place, or to set up the connection.
---

# Working in Roblox Studio through MCP

Roblox Studio ships a **built-in MCP server** (stdio). With it, an agent can explore the open place,
edit scripts, run Luau in edit/server/client contexts, playtest, read the Output, capture the viewport,
and simulate player input. It is the fastest way to **verify** Roblox changes instead of guessing.

## Setup

1. Latest Studio → open **Assistant** → **…** → **Manage MCP Servers** → enable **Enable Studio as MCP server**.
2. Use **Quick connect** (Claude Code, Claude Desktop, Codex CLI, Cursor, Gemini CLI, VS Code, Antigravity)
   or configure the client manually:

| OS | Command |
| --- | --- |
| macOS | `/Applications/RobloxStudio.app/Contents/MacOS/StudioMCP` |
| Windows | `cmd.exe /c %LOCALAPPDATA%\Roblox\mcp.bat` |

```bash
# Claude Code
claude mcp add Roblox_Studio -- /Applications/RobloxStudio.app/Contents/MacOS/StudioMCP
claude mcp add Roblox_Studio -- cmd.exe /c "%LOCALAPPDATA%\Roblox\mcp.bat"   # Windows
```

```json
{ "mcpServers": { "Roblox_Studio": { "command": "/Applications/RobloxStudio.app/Contents/MacOS/StudioMCP" } } }
```

Client-specific config (Codex `config.toml`, OpenCode `opencode.json`, Cursor/VS Code `mcp.json`):
[references/client-setup.md](references/client-setup.md). A green indicator in **Manage MCP Servers**
confirms the connection. Only connect clients you trust: they can read and modify your places.

## Tools

| Group | Tools |
| --- | --- |
| Session | `list_roblox_studios` (every call takes a `studio_id`), `get_studio_state` (play state, available DataModels) |
| Explore | `search_game_tree` (filter by path/class/keyword, depth), `inspect_instance` (properties, attributes, children), `script_search` (fuzzy by name), `script_grep` (text across scripts, ≤ 50 hits), `script_read` (dot path like `game.ServerScriptService.Main`, line ranges) |
| Edit | `multi_edit` (several edits to one script, creates it if missing; `datamodel_type = Edit`) |
| Run | `execute_luau` (`datamodel_type` = `Edit`, `Server`, or `Client`; returns the result or error) |
| Playtest | `start_stop_play`, `get_console_output`, `screen_capture` (optional camera position/look-at), `character_navigation`, `user_keyboard_input`, `user_mouse_input` |
| Assets | `search_asset` (Creator Store / inventory), `insert_asset`, `upload_image`, `store_image`, `generate_mesh`, `generate_material`, `generate_procedural_model` + `wait_job_finished` |
| Delegation | `subagent` (`explore` or `playtest` types for multi-step investigations) |
| Knowledge | `http_get` (Roblox docs, API reference, Cloud docs), `skill` (Roblox-authored skills: debugging, device simulation, docs search, profiling, scene analysis, unit tests) |

## The working loop

1. **Orient**: `list_roblox_studios` → pick `studio_id`; `get_studio_state`. Map the project with
   `search_game_tree` (depth-limited: services first), then `script_grep`/`script_search` for the feature.
2. **Read before writing**: `script_read` every script you'll touch and its requirers. Check for a
   Rojo/Script Sync setup (see below) before editing in Studio.
3. **Edit** with `multi_edit` (exact, minimal edits; keep existing style). Create instances/attributes/
   tags with `execute_luau` in `Edit` context — changes made this way are **real edits to the place**.
4. **Verify statically**: re-read the script; for pure modules, `execute_luau` a quick check
   (`require` the module in `Edit` and call functions).
5. **Playtest**: `start_stop_play` (start) → wait → `get_console_output` for errors → drive the scenario
   with `character_navigation` / input tools → `execute_luau` in `Server`/`Client` to assert state →
   `screen_capture` for visual checks → `start_stop_play` (stop). Always stop play when done.
6. **Report** what changed and what was verified (and what wasn't).

```luau
-- Example execute_luau (Server context during play): assert game state instead of eyeballing.
local Players = game:GetService("Players")
local results = {}
for _, player in Players:GetPlayers() do
	local leaderstats = player:FindFirstChild("leaderstats")
	local coins = leaderstats and leaderstats:FindFirstChild("Coins")
	table.insert(results, `{player.Name}: {if coins and coins:IsA("IntValue") then coins.Value else "missing"}`)
end
return table.concat(results, "\n")
```

## Rules of thumb

- `execute_luau` in `Edit` mutates the place: prefer read-only queries while exploring, and batch
  intentional changes into one clear script. Use `ChangeHistoryService` recording (`TryBeginRecording`/
  `FinishRecording`) so the user can undo your edit as one step.
- Changes made during play (Server/Client contexts) are discarded when play stops — edit in `Edit`.
- **Rojo projects**: the file system is the source of truth — edit files on disk, let Rojo sync, and use
  MCP to playtest/inspect. Editing synced scripts via `multi_edit` gets overwritten. **Script Sync**
  projects sync both ways, so either side works, but don't edit the same script in both at once.
- Keep `search_game_tree` queries narrow (path + depth); large places produce huge outputs.
- Multiple Studio windows: always pass the right `studio_id`; tell the user which place you touched.
- Inserted assets from the Creator Store can contain scripts: inspect them (`search_game_tree` +
  `script_read`) before keeping them; remove unexpected scripts (backdoors are common in free models).
- Don't claim success without evidence: cite console output, assertion results, or screenshots.

## Roblox-authored skills and conversions

Studio exposes Roblox-authored skills through the `skill` tool (e.g. `rbx-debug`, `rbx-perf-profiling`,
`rbx-scene-analysis`, `rbx-unit-test`, `rbx-docs-search`, `rbx-device-simulator-lua`). Roblox also
publishes an official **streaming conversion** skill (`/rbx-convert-to-streaming`, downloadable from the
"Techniques and conversion" streaming docs) that runs through this MCP server; back up the place first.

## Related skills

`roblox-testing` (test runners), `roblox-performance` (profiling), `roblox-tooling` (Rojo/Script Sync),
`roblox-architecture` (where things belong), `roblox-code-review`.
Pliki w paczce (2)
  • SKILL.md 6 KB
  • references/client-setup.md 2 KB

Wersje

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Ta strona · el4cteo/roblox-skills100MIT
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Migawka bazy z 28.10.2026 · wersja paczki 09eb3355d4ed (skrót SHA-256 całej paczki)

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Uwagi i zgłoszenia

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