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roblox-architecture — Claude Code skill: Roblox project structure

Works out who owns each behavior in a Roblox project, where the client-server line sits, and why startup order breaks.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add TabooHarmony/roblox-brain --skill roblox-architecture -a claude-code
Open on GitHub

What roblox-architecture does

The skill loads when you add a feature, move code, fix require cycles, or audit project layout. It starts by making you name an owner for every behavior: who mutates the authoritative state, who calls the public operations, which instances and connections the module holds, where the network boundary is, and how startup and teardown run.

Then dependencies. Direct module calls are the default here; a signal is fine only when one publisher has genuinely independent observers. An event bus or a dependency container to hide an ordinary dependency gets rejected. Keep top-level module work cheap and non-yielding, and let a small bootstrap own the ordering — called sequentially, failing visibly. An unbounded WaitForChild turns a missing instance into a silent hang, so bound it when the dependency arrives through replication.

Client presents and predicts, server validates and decides — the skill repeats that for every remote, and pushes the details toward roblox-networking and roblox-security. Splitting code needs evidence: a separate lifecycle, its own authority boundary, an independently testable core. ECS gets the same treatment, reserved for many similar entities updating each frame by order-independent logic. Install with npx skills add, or gh skill install for GitHub Copilot.

What it helps with

  • find the owner of a behavior currently spread across three scripts
  • break a require cycle between two server modules
  • decide what belongs in shared code and what stays server-side
  • remove a hidden startup yield and make load order explicit
  • check that a remote does not trust the client's decision

Example prompts for the agent

  • Audit this project layout: who owns the inventory state and where does each module live
  • I have a require cycle between two server modules — help me break it
  • Review the client-server boundary on this remote and tell me what the server must validate

How to install roblox-architecture

1Skills CLI (Vercel)

npx skills add TabooHarmony/roblox-brain --skill roblox-architecture -a claude-code

2Manually: put the files in place

~/.claude/skills/roblox-architecture/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/roblox-architecture/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about roblox-architecture

How do I install roblox-architecture in Claude?

Run npx skills add TabooHarmony/roblox-brain --skill roblox-architecture -a claude-code. The skill lands at ~/.claude/skills/roblox-architecture/SKILL.md.

What does roblox-architecture do?

It maps Roblox code to owners: who mutates state, where the client-server boundary runs, how startup is ordered. It also tells you when splitting a module is justified and when it is not.

When does this skill trigger?

On adding, moving, or refactoring a feature, on dependency and startup problems, and when untangling services from controllers or auditing the whole project structure.

Source text

SKILL.md · MIT
---
name: roblox-architecture
description: "Use when adding, moving, refactoring, or reviewing Roblox feature ownership, code layout, dependencies, startup, or client-server boundaries."
when_to_use: "Also when deciding where code goes, splitting a large script, fixing load-order or require cycles, untangling services/controllers, or auditing project structure."
last_reviewed: 2026-10-14
sources:
  - https://create.roblox.com/docs/projects/data-model
  - https://create.roblox.com/docs/projects/client-server
  - https://create.roblox.com/docs/scripting/locations
  - https://create.roblox.com/docs/scripting/security/access-control
  - https://create.roblox.com/docs/reference/engine/classes/CollectionService
  - https://raw.githubusercontent.com/Ukendio/jecs/v0.11.0/README.md
  - original
---

# Roblox Architecture

## When to Load

Load for ownership, integration, boundaries, startup, or module splits.

## Quick Reference

Reuse proven project modules before rebuilding; inspect contracts and failure/cleanup paths. Integration workflow: full.md.

### Start from one owner

For each behavior, name:

- authoritative state and who may mutate it;
- public operations and callers;
- Roblox instances, connections, and tasks it owns;
- persistence or network boundary;
- startup and teardown conditions.

Group by feature when that keeps one change together. Split server, client, and shared code only where the runtime boundary requires it. Shared code has no secrets or authoritative mutable state.

### Use the smallest dependency shape

Direct module calls are the default. Use a signal only when one publisher has genuinely independent observers. Do not add an event bus, dependency container, manager class, or `Init`/`Start` ceremony to hide an ordinary dependency.

Keep module top-level work cheap and non-yielding. A small bootstrap owns startup that needs ordering; call it sequentially and fail visibly. Concurrency must be explicit and safe, not automatic `task.spawn` everywhere.

Bound `WaitForChild` when a dependency arrives through replication; an unbounded wait turns a missing instance into a silent hang.

### Enforce runtime authority

The client presents and predicts; the server validates and decides. Remotes are APIs with types, bounds, ownership, abuse controls, and failure behavior. Route details to `roblox-networking` and `roblox-security`.

### Split only for evidence

Split when there is a separate lifecycle or authority boundary, a distinct persistence contract, an independently testable pure core, or unrelated reasons to change.

### Data-oriented alternative: only on evidence

An ECS earns its cost only when many similar entities update every frame by order-independent logic, or cross-cutting queries replace tangled per-entity scripts; hooks enforce invariants, ordered systems decide. Version-specific pitfalls: full.md "ECS on Roblox".

### Review

One canonical owner per mutation, no hidden startup yield or replicated trust decision, explicit cleanup, smallest traceable structure. Tags are discovery, attributes configuration, one owner for attach/remove cleanup.

> Details: [references/full.md](references/full.md)

© TabooHarmony · MIT · TabooHarmony/roblox-brain

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