roblox-studio-mcp
Use when working with Roblox Studio through built-in MCP for scripts, scenes, generated assets, input, or playtesting.
Works with
--- name: roblox-studio-mcp description: Use when working with Roblox Studio through built-in MCP for scripts, scenes, generated assets, input, or playtesting. license: MIT --- # Roblox Studio MCP ## When to Load Load when working with Roblox Studio through its MCP server: inspecting or editing scripts, building maps and props, generating or inserting assets, debugging, or playtesting. Skip for standalone code generation with no Studio connection. ## Quick Reference **Bridge first.** Two Studio MCP bridges exist: the **official** (built into Studio, closed-source) and **[chrrxs's](https://github.com/Chrrxs/robloxstudio-mcp)** (`chrrxs/robloxstudio-mcp`, MIT). Detect which is connected (`tools/list`; chrrxs's exposes `get_connected_instances`/`eval_*`/`multiplayer_*`; official exposes `list_roblox_studios` plus per-call `studio_id` parameters). ### Bootstrap before mutation 1. `list_roblox_studios` and identify the target. 2. Pass the target's `studio_id` on every tool call. 3. `get_studio_state` and confirm Edit/Client/Server availability. 4. Inspect the target tree and scripts before changing them. Pass `datamodel_type` only where the tool requires it: `Edit` for edit-time, `Client`/`Server` for runtime. Do not guess from a previous session. ### Capabilities - **Inspect:** `search_game_tree`, `inspect_instance`, `script_search`, `script_read`, `script_grep` - **Edit/execute:** `multi_edit`, `execute_luau` - **Assets:** search and insert existing assets; `generate_mesh`, `generate_material`, `generate_procedural_model`, `wait_job_finished`, `store_image`, `upload_image` - **Play/evidence:** `start_stop_play`, `get_console_output`, `screen_capture`, input simulation, `subagent` Other bridges alias asset tools (e.g. `search_creator_store`/`insert_from_creator_store`). ### Execution contract ```text discover → select Studio/context → inspect → mutate in bounded batches → read back → playtest → evidence → clean up or report fallback ``` ### Reliability rules - `execute_luau` is stateless. Re-acquire references every call. - Read before write and read back after every script, asset, or geometry mutation. - Generate or insert assets only after choosing between reuse, procedural generation, mesh/material generation, and native fallback. - When generation returns an ID, call `wait_job_finished` before dependent edits. - Keep large scripts in `multi_edit` chunks, not one oversized execution payload. - If MCP is absent, provide offline Luau and state what was not verified. > Full tool mappings, live-schema differences, asset workflows, evidence recipes, and recovery rules: [references/full.md](references/full.md)
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