@tabooharmony/roblox-studio-mcp
@tabooharmony/roblox-studio-mcp — AI coding skill
| 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 | 2026-08-21 |
| 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/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 (MIT). Route on tools/list (get_connected_instances/eval_*/multiplayer_* → chrrxs; list_roblox_studios + per-call studio_id → official) BEFORE bridge-specific bootstrap.
Bootstrap before mutation
- Identify the target via
list_roblox_studios(official) orget_connected_instances(chrrxs). - Pass the target's
studio_id(official) orinstance_id(chrrxs) on every tool call. get_studio_stateand confirm Edit/Client/Server availability.- Inspect the target tree and scripts before changing them.
Execution contract
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.
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).
Reliability rules
execute_luauis 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_finishedbefore edits that depend on a generation job. - Command-size limits are bridge-specific. Split large scripts into separate bounded
multi_edit/execute_luauwrites (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.
Full tool mappings, live schemas, asset workflows, and recovery rules: references/full.md
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Bill of Materials
Everything this skill can do — files, network, commands, and more.