--- name: roblox-building description: "Use when building or editing geometry, maps, props, or generated assets with MCP or standalone Luau." when_to_use: "Also for fixing map gaps, z-fighting, scale, collisions or players escaping the map, placing store assets, and reviewing a map layout." last_reviewed: 2026-10-14 sources: - original - https://create.roblox.com/docs/en-us/projects/assets/privacy.md - https://devforum.roblox.com/t/large-scale-roblox-terrain-the-ultimate-guide/405672 - https://devforum.roblox.com/t/a-complete-guide-to-editableimages/3858566 - https://create.roblox.com/docs/reference/engine/classes/EditableImage - https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/studio/mcp.md - https://create.roblox.com/docs/production/game-design/core-loops - https://create.roblox.com/docs/production/game-design/onboarding - https://create.roblox.com/docs/production/game-design/onboarding-techniques - https://create.roblox.com/docs/projects/assets/toolbox - https://create.roblox.com/docs/scripting/security/third-party-vulnerabilities - https://create.roblox.com/docs/assistant/guide --- # 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 `PivotTo` the 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).