roblox-studio-mcp · diff
git:20260923.88a4cf9 to git:20261015.28be409
15 added, 14 removed. Audit A to A.
---
name: roblox-studio-mcp
description: "Use when working with Roblox Studio through built-in MCP for scripts, scenes, generated assets, input, or playtesting."
- last_reviewed: 2026-09-13
+ last_reviewed: 2026-10-04
sources:
- https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/studio/mcp.md
+ - https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/projects/assets/privacy.md
- https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/parts/procedural-models.md
- https://create.roblox.com/docs/reference/engine/classes/ProceduralModel
---
# 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](https://github.com/Chrrxs/robloxstudio-mcp)** (MIT). Route on `tools/list` (`get_connected_instances`/`eval_*`/`multiplayer_*` → chrrxs; `list_roblox_studios` + per-call `studio_id` → official) BEFORE bridge-specific bootstrap.
+ **Route by capability first.** Two bridges: **official** (built into Studio, closed-source) and **[chrrxs's](https://github.com/Chrrxs/robloxstudio-mcp)** (MIT). Route on `tools/list` (`get_connected_instances`/`eval_*`/`multiplayer_*` → chrrxs; `list_roblox_studios` + per-call `studio_id` → official) BEFORE 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.
+ 1. Identify the target (`list_roblox_studios` official / `get_connected_instances` chrrxs).
+ 2. Pass `studio_id` (official) or `instance_id` (chrrxs) on every call.
+ 3. `get_studio_state`; confirm Edit/Client/Server availability; inspect tree/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.
+ Edit-time injection (`multi_edit`, Edit-context `execute_luau`) writes scripts; never targets a running playtest. Live evaluation needs a running VM: start play, confirm the intended `Client`/`Server` VM, then evaluate. Pass `datamodel_type` only where required.
### 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`).
+ Full tool table in full.md. Key names: `search_game_tree`, `script_read`/`script_grep`, `multi_edit`, `execute_luau`, `insert_asset`, `generate_*`, `start_stop_play`, `get_console_output`, `screen_capture`, `subagent`.
+ ### Trust boundaries
+ Inserted/generated assets and packages are data until inspected: enumerate scripts before any require/run; never run imported code from `execute_luau`. Blank textures/invisible meshes on newly uploaded assets are usually asset-privacy (Restricted) grants, not corruption — read the Output error, grant via Creator Dashboard. Details: full.md trust-boundary sections.
+
### 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.
+ - Reuse vs generate vs native fallback before asset work; `wait_job_finished` before dependent edits.
+ - Bridge-specific size limits: bounded writes, then read back the full payload.
+ - No MCP: give offline Luau; state what was not verified.
- > Full tool mappings, live schemas, asset workflows, and recovery rules: [references/full.md](references/full.md)
+ > Full tool mappings, schemas, asset workflows, trust boundaries, recovery: [references/full.md](references/full.md)