Roblox Building
When to Load
Load for geometry, props, maps, and spatial onboarding via MCP or Luau.
Quick Reference
MCP Build Mode
- Inspect Studio, Workspace, and existing assets.
- Name the root, origin, dimensions, and assets.
- Build in phases; read back each batch.
- Verify the tree, view, and traversal.
Asset Choice
- Search project assets and Toolbox before generating. Check type, creator, price, scripts, and fit.
- Before paid or cross-owner insertion, disclose creator, ID, price, and rights. Inspect scripts and dependencies; remove unneeded code and test in scene. See
roblox-security. - MCP:
generate_procedural_model,generate_mesh,generate_material. - Studio Assistant previews models, restyles textures, and segments imported meshes. These aren't confirmed MCP tools; see full reference.
- Check mesh bounds, collision, PBR, and quality levels.
- Use permitted images; wait for jobs to finish.
EditableImage/EditableMeshhave permission and memory limits.- Use native Parts/CSG when reuse or generation is unsuitable.
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
PivotTothe 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: readback, a view when supported, and playtest results.
Anti-Patterns
Guessing coordinates | unanchored or duplicate parts | hardcoded world positions | silent CSG failure | oversized batches | claims without readback
Details: references/full.md covers maps, validation, and assets.