roblox-building · diff
git:20260923.88a4cf9 to git:20260924.9becfe5
10 added, 8 removed. Audit A to A.
---
name: roblox-building
description: "Use when building geometry, maps, props, or generated assets with MCP or standalone Luau."
last_reviewed: 2026-08-31
sources:
- original
- 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 Roblox geometry, props, maps, routes, landmarks, or spatial onboarding via MCP or Luau. See `references/full.md` for complete patterns.
+ 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 the project and Toolbox/Creator Store before generating. Filter by type, creator, and price; inspect previews, scripts, and fit.
- - Surface creator, ID, price, and usage rights before cross-owner/paid insertion. Audit inserted scripts and dependencies; remove unneeded code and test in scene. See `roblox-security`.
- - Use `generate_procedural_model` for blockouts, `generate_mesh` for textured props, and `generate_material` for surfaces.
- - For meshes, inspect bounds, collision, anchoring, PBR, and quality levels.
- - Use permitted images; wait for generation jobs to finish.
- - `EditableImage`/`EditableMesh` have permission and memory limits; see full reference.
+ - 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
- **Need detail?** Load `references/full.md` for maps, validation, and asset workflows.
+ **Details:** `references/full.md` covers maps, validation, and assets.