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roblox-studio-mcp

面向 Roblox Studio 的 MCP 工作流技能:先识别目标实例与上下文,检查游戏树和脚本,再在受限批次内修改,随后回读、启动试玩并读取控制台输出或截图验证。覆盖脚本编辑、资产插入与生成、试玩与日志读取,并强调插入资产先检查、桥接与调用方式按 tools/list 区分。

TabooHarmony
热度 0.00
最近更新 2026-10-18 22:40:37
分类:开发依赖:MCP 服务 / 代码执行应用场景:代码生成 / 调试排错 / API 集成 / 工作流

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add tabooharmony/roblox-brain/roblox-studio-mcp
Metadata
name
roblox-studio-mcp
description
Use when working in Roblox Studio through MCP: editing scripts or scenes, generating assets, playtesting, screenshots, or input.
when_to_use
Also for any Studio playtest, checking a change in game, reading runtime logs, device-simulator screenshots, and verifying a fix in Studio.
last_reviewed
"2026-10-14T00:00:00.000Z"
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","original"]

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 bridges: 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 bootstrap.

Bootstrap before mutation

  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

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; 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

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.
  • 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, schemas, asset workflows, trust boundaries, recovery: references/full.md