Roblox Building
When to Load
Load for geometry, props, maps, and spatial onboarding via MCP or Luau.
Quick Reference
MCP Build Mode
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 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. - Check mesh bounds, collision, PBR, and quality levels.
- Use permitted images; wait for jobs to finish.
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, never guessed world coordinates.
- Snap to 0.125/0.25/0.5 studs. Build complex CSG near origin, then
PivotTothe destination. - Set anchoring, collision, shadows, color, material explicitly.
Acceptance
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/duplicate parts | hardcoded world positions | silent CSG failure | oversized batches | claims without readback
Details: references/full.md (maps, validation, assets).
