roblox-building · diff
git:20261015.be33683 to git:20261015.62bdabd
18 added, 20 removed. Audit A to A.
---
name: roblox-building
- description: "Use when building or editing Roblox geometry, maps, props, or generated assets with MCP or standalone Luau."
+ description: "Use when building or editing geometry, maps, props, or generated assets with MCP or standalone Luau."
when_to_use: "Also for fixing map gaps, z-fighting, scale, collisions or players escaping the map, placing store assets, and reviewing a map layout."
- last_reviewed: 2026-08-31
+ last_reviewed: 2026-10-14
sources:
- original
+ - https://create.roblox.com/docs/en-us/projects/assets/privacy.md
- https://devforum.roblox.com/t/large-scale-roblox-terrain-the-ultimate-guide/405672
- https://devforum.roblox.com/t/a-complete-guide-to-editableimages/3858566
- https://create.roblox.com/docs/reference/engine/classes/EditableImage
- https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/studio/mcp.md
- https://create.roblox.com/docs/production/game-design/core-loops
- https://create.roblox.com/docs/production/game-design/onboarding
- https://create.roblox.com/docs/production/game-design/onboarding-techniques
- https://create.roblox.com/docs/projects/assets/toolbox
- https://create.roblox.com/docs/scripting/security/third-party-vulnerabilities
- https://create.roblox.com/docs/assistant/guide
---
# 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.
+ 1-2. Inspect Studio/Workspace/assets; name root, origin, dimensions, assets.
+ 3-4. Build in phases with readback; verify tree, view, 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`.
+ - Search project assets and Toolbox first; check type, creator, price, scripts, fit.
+ - Paid/cross-owner insertion: disclose creator, ID, price, rights first. Inspect scripts/dependencies; remove unneeded code. 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.
+ - `EditableImage`/`EditableMesh`: permission + memory limits.
+ - Native Parts/CSG when reuse/generation is unsuitable.
+ - **Asset privacy:** new accounts/groups create Images/Decals/Meshes Restricted — blank texture/invisible mesh usually means a missing grant, not corruption. Read the Output error; grant the experience in Creator Dashboard. See `roblox-studio-mcp`.
### 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.
+ - Name dimensions; offset sub-parts from anchor CFrames, never 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, 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.
+ **Prop:** named model, pivot, scale, bounds, materials, collision, anchoring, no loose parts, provenance.
+ **Map:** root/origin, zones, landmarks, spawns/return paths, traversal, bounds excluding Baseplate/Terrain/SpawnLocation.
+ **Evidence:** readback, view when supported, playtest results.
### Anti-Patterns
- Guessing coordinates | unanchored or duplicate parts | hardcoded world positions | silent CSG failure | oversized batches | claims without readback
+ Guessing coordinates | unanchored/duplicate parts | hardcoded world positions | silent CSG failure | oversized batches | claims without readback
- **Details:** `references/full.md` covers maps, validation, and assets.
+ **Details:** `references/full.md` (maps, validation, assets).