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.
Quick Reference
MCP Build Mode
- Discover Studio, Workspace, and existing asset conventions.
- Name the build root, origin, coordinates, and asset manifest.
- Build in bounded phases and read back each asset, script, or geometry batch.
- Validate structure, capture a deliberate view, and playtest traversal.
Asset Choice
- Inspect and reuse a compatible existing asset first.
- For Creator Store or paid assets, surface source, creator, price, and licensing before insertion.
- Use
generate_procedural_model for blockouts, generate_mesh for textured props, and generate_material for surfaces.
- For meshes, read back
MeshPart/SurfaceAppearance, bounds, collision fidelity, anchoring; preview quality levels.
- Use image tools only for permitted inputs; wait for the returned job before dependent work.
- Runtime pixel/vertex editing (
EditableImage/EditableMesh) is budget- and permission-gated, non-replicating: see full reference.
- Fall back to native Parts/CSG and report unsuitable generation.
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: structural readback plus screenshot when supported, console/runtime result when playtested.
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 CSG wrappers, map structure, validation scripts, asset recipes, and evidence workflows.
1---2name: roblox-building3description: Use when building geometry, maps, props, or generated assets with MCP or standalone Luau.4---56# Roblox Building78## When to Load910Load for Roblox geometry, props, maps, routes, landmarks, or spatial onboarding via MCP or Luau. See `references/full.md` for complete patterns.1112## Quick Reference1314### MCP Build Mode151. Discover Studio, Workspace, and existing asset conventions.162. Name the build root, origin, coordinates, and asset manifest.173. Build in bounded phases and read back each asset, script, or geometry batch.184. Validate structure, capture a deliberate view, and playtest traversal.1920### Asset Choice21- Inspect and reuse a compatible existing asset first.22- For Creator Store or paid assets, surface source, creator, price, and licensing before insertion.23- Use `generate_procedural_model` for blockouts, `generate_mesh` for textured props, and `generate_material` for surfaces.24- For meshes, read back `MeshPart`/`SurfaceAppearance`, bounds, collision fidelity, anchoring; preview quality levels.25- Use image tools only for permitted inputs; wait for the returned job before dependent work.26- Runtime pixel/vertex editing (`EditableImage`/`EditableMesh`) is budget- and permission-gated, non-replicating: see full reference.27- Fall back to native Parts/CSG and report unsuitable generation.2829### Player Scale30Player ~5 studs | Door 4w×7h | Ceiling 10-14 | Counter 3.5-4 | Seat 1.5 | Path 6+3132### Spatial Rules33- Name dimensions; offset sub-parts from anchor CFrames, not guessed world coordinates.34- Snap to 0.125/0.25/0.5 studs.35- Build complex CSG near origin, then `PivotTo` the destination.36- Set anchoring, collision, shadows, color, and material explicitly.3738### Acceptance39**Prop:** named model, pivot, scale, bounds, materials, collision, anchoring, no loose parts, asset provenance.40**Map:** root/origin, zones, landmarks, spawns/return paths, path widths, traversal, and bounds checks excluding Baseplate/Terrain/SpawnLocation.41**Evidence:** structural readback plus screenshot when supported, console/runtime result when playtested.4243### Anti-Patterns44Guessing coordinates | unanchored or duplicate parts | hardcoded world positions | silent CSG failure | oversized batches | claims without readback4546**Need detail?** Load `references/full.md` for CSG wrappers, map structure, validation scripts, asset recipes, and evidence workflows.