roblox-building — Claude Code skill: Roblox geometry and maps
A skill for building geometry, maps and props in Roblox Studio through MCP or plain Luau. It keeps you from guessing coordinates and pushes each build to a verifiable result.
npx skills add TabooHarmony/roblox-brain --skill roblox-building -a claude-codeWhat roblox-building does
The skill loads when you build or edit geometry, maps, props or generated assets, whether through MCP or standalone Luau. It also covers map gaps, z-fighting, scale, collisions and players escaping the map.
What's inside is a working order. First an inspection pass over Studio, Workspace and assets: root name, origin, dimensions. Then phased building with readback and checks on the tree, the view and traversal. Dimensions get named out loud, sub-parts are offset from anchor CFrames instead of guessed world coordinates, and snapping goes to 0.125, 0.25 or 0.5 studs. For complex CSG it advises building near the origin and moving the result with PivotTo afterwards.
Assets are searched in the project and Toolbox first, checking type, creator, price, scripts and fit. For paid or cross-owner insertions the skill wants the creator, ID, price and rights disclosed up front, and unneeded code stripped out. It also flags asset privacy: new accounts and groups create Images, Decals and Meshes as Restricted, so a blank texture or invisible mesh is usually a missing grant rather than a broken file. Read the Output error and grant the experience in Creator Dashboard. EditableImage and EditableMesh need permission and memory headroom.
What it helps with
- build a map from zones and landmarks without guessing coordinates
- close gaps in geometry and kill z-fighting
- fix scale against player height and path traversal
- insert a Toolbox asset and strip its unneeded scripts
- work out why a texture is blank or a mesh invisible
Example prompts for the agent
- Build an arena: root at origin, zones and spawn points, name every dimension
- Check the map for gaps and z-fighting, show the tree and the readback
- Insert this Toolbox prop, disclose creator, ID, price and rights first
How to install roblox-building
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-building -a claude-code2Manually: put the files in place
~/.claude/skills/roblox-building/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/roblox-building/
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-building -a codex2Manually: put the files in place
.agents/skills/roblox-building/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-building -a cursor2Manually: put the files in place
.cursor/skills/roblox-building/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install TabooHarmony/roblox-brain roblox-building2Manually: put the files in place
.github/skills/roblox-building/SKILL.md1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-building -a gemini-cli2Platform CLI
gemini skills install https://github.com/TabooHarmony/roblox-brain --path skills/gameplay/roblox-buildingManually: put the files in place
.devin/skills/roblox-building/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-building -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about roblox-building
How do I install roblox-building in Claude?
Run npx skills add TabooHarmony/roblox-brain --skill roblox-building -a claude-code. The skill lands at ~/.claude/skills/roblox-building/SKILL.md.
What does roblox-building do?
It drives geometry, map and prop work in Roblox Studio: scene inspection, phased building with readback, named dimensions and grid snapping. It runs over MCP or plain Luau.
Why is my texture blank or my mesh invisible?
New accounts and groups create Images, Decals and Meshes as Restricted. The skill says to read the Output error and grant the experience in Creator Dashboard.
Source text
SKILL.md · MIT
--- 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).
© TabooHarmony · MIT · TabooHarmony/roblox-brain