Universal Roblox AI Studio
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {} |
| resources | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| studio_infoA | Get information about the active Roblox Studio session, place ID, place name, mode (Edit/Run/Play), and plugin status. |
| studio_get_treeC | Inspect the Roblox DataModel hierarchy tree starting from a given root instance (e.g. Workspace, ReplicatedStorage, ServerScriptService) with configurable depth and filtering. |
| studio_searchA | Search for Instances in the DataModel matching specific criteria such as name pattern, ClassName, tag (CollectionService), or attribute values. |
| studio_inspectA | Perform a comprehensive inspection of a single Instance, returning all its properties, attributes, tags, child summary, script presence, and stable session UUID. |
| instance_createA | Create a new Instance of any valid Roblox ClassName under a specified parent with initial properties and attributes. |
| instance_deleteB | Safely destroy/delete an Instance from the Roblox DataModel by its path or session UUID. |
| instance_cloneB | Clone an existing Instance (and all its descendants) and place it under a target parent. |
| instance_reparentC | Move an Instance to a new parent in the hierarchy. |
| instance_renameC | Rename an Instance in the DataModel. |
| instance_moveC | Move a 3D Instance (Part or Model) to a new Position, CFrame, or relative Vector offset. |
| property_getA | Read the value of a specific property on an Instance. Returns normalized representation with data type info. |
| property_setA | Set the value of a property on an Instance. Supports automatic type coercion for Vector3, CFrame, Color3, BrickColor, UDim2, NumberRange, Enums, etc. |
| property_get_allA | Read all common and accessible properties of an Instance. |
| attribute_getB | Get the value of a specific attribute on an Instance. |
| attribute_setA | Set or update an attribute on an Instance (supports string, number, boolean, Vector3, Color3, etc.). |
| attribute_deleteB | Remove an attribute from an Instance. |
| attribute_get_allB | Get all attributes of an Instance as a key-value dictionary. |
| script_get_sourceB | Read the complete source code of any Script, LocalScript, or ModuleScript in the Roblox project. |
| script_set_sourceA | Overwrite the full source code of a Script, LocalScript, or ModuleScript. |
| script_patch_sourceA | Apply an incremental patch or replacement to a script without rewriting the entire file. Supports exact target replacement, line range replacement, or regex replacement. |
| script_search_codeB | Perform a project-wide code search across all Scripts, LocalScripts, and ModuleScripts. Returns matching script paths, line numbers, and code snippets. |
| selection_getA | Get the list of Instances currently selected by the developer in Roblox Studio. |
| selection_setC | Programmatically select specific Instances in Roblox Studio. |
| selection_addA | Add Instances to the current Roblox Studio selection without deselecting currently selected objects. |
| selection_clearA | Clear the active selection in Roblox Studio (deselect all). |
| playtest_controlC | Control playtest simulation mode in Roblox Studio (Start / Stop / Pause / Resume) routed via Official Roblox Studio MCP proxy. |
| playtest_get_stateC | Get current Roblox Studio simulation state and active place status via Official Roblox Studio MCP proxy. |
| output_getB | Get recent output logs captured from Roblox Studio (prints, warnings, errors). |
| output_get_errorsA | Get recent runtime errors and unhandled exceptions captured from Roblox Studio with full stack traces. |
| output_clearB | Clear the internal log buffer. |
| context_buildB | Generate a compact, token-efficient architectural summary of the entire Roblox project (services, folder layout, key scripts, remotes, tags, and structure). Ideal for an AI to quickly understand an unfamiliar codebase. |
| context_get_architectureB | Inspect the communication and dependency architecture (RemoteEvents, RemoteFunctions, BindableEvents, shared ModuleScripts) across the project. |
| terrain_fill_blockA | Fill a block-shaped region in Roblox voxel Terrain with a specified material (e.g. Grass, Water, Rock, Sand, Brick). |
| terrain_fill_ballA | Fill a spherical region in Roblox voxel Terrain with a specified material. |
| terrain_clearB | Clear all terrain or clear a specific region of terrain. |
| batch_executeA | Execute a sequence of multiple Studio operations atomically within a single ChangeHistoryService recording (Undo/Redo transaction). If any operation fails, provides detailed breakdown of results and rollback status. |
| project_analyzeA | [HIGH_LEVEL] Comprehensive project architecture analysis: maps all services, active scripts, remote events, orphan remotes, and dependency relationships. |
| project_mapB | [HIGH_LEVEL] Builds an indexed architectural map of all game folders, systems, shared modules, and server/client script roles. |
| project_dependenciesA | [HIGH_LEVEL] Generates the full static dependency code graph (require chains, module relationships, and remote event calls) across all scripts. |
| project_healthB | [HIGH_LEVEL] Runs an automated audit across scripts, instances, physics, and remotes to detect memory leaks, unanchored parts, orphan remotes, and syntax issues. |
| project_repairB | [HIGH_LEVEL] Automatically repairs common place issues (anchors loose parts, cleans orphan instances, resolves broken references). |
| system_createA | [HIGH_LEVEL] Creates a complete multi-file Roblox modular system (ServerScript, ModuleScript, Client LocalScript, and RemoteEvents) in a single atomic verified transaction. |
| system_modifyA | [HIGH_LEVEL] Safely modifies an existing system by updating its scripts, attributes, and configuration with state read-back verification. |
| system_removeA | [HIGH_LEVEL] Safely removes a modular system and its associated folders and remotes in an atomic rollback-supported transaction. |
| scene_analyzeB | [HIGH_LEVEL] Analyzes Workspace geometry, parts count, physics performance, and lighting configuration. |
| scene_organizeB | [HIGH_LEVEL] Organizes loose BaseParts in Workspace into semantic folders (e.g. Map, Geometry, Props, Interactive). |
| scene_optimizeB | [HIGH_LEVEL] Scans Workspace to detect unanchored parts, physics issues, and loose instances, with automatic verified anchoring. |
| debug_find_errorB | [HIGH_LEVEL] Analyzes Studio output logs, pinpoints error stack traces, identifies candidate script files and line numbers, and prepares diagnostic contexts. |
| debug_propose_fixA | [HIGH_LEVEL] Diagnoses a runtime error, reads the relevant script source around the offending line, and generates a verified fix proposal. |
| architecture_analyzeB | [HIGH_LEVEL] Performs architectural analysis of server-client communication boundaries, security gaps, and shared state patterns. |
| architecture_planA | [WORKFLOW] Plans a new game architecture or major feature, returning structured steps, affected services, and verification plans. |
| feature_implementC | [WORKFLOW] High-level autonomous workflow: Plans, instantiates instances, writes server/client/module scripts, sets up remotes, and verifies complete feature integration. |
| feature_verifyA | [WORKFLOW] Comprehensive post-implementation verification: checks that all instances exist, scripts have valid syntax, remotes are bound, and no errors occurred. |
| game_build_featureA | [WORKFLOW] End-to-end composite workflow: Analyzes project -> Plans architecture -> Implements server/client modules -> Anchors geometry -> Verifies entire game state. |
| generate_meshC | Official Roblox Generative AI: Generates a 3D mesh model from a natural-language text prompt using Roblox official AI mesh generator. |
| generate_materialB | Official Roblox Generative AI: Generates seamless PBR texture and material from prompt using official Roblox AI material generator. |
| generate_procedural_modelC | Official Roblox Generative AI: Generates a procedural model assembly using official Roblox MCP generator. |
| wait_job_finishedB | Official Roblox MCP: Waits for an asynchronous AI generation job to finish and returns the generated asset identifier. |
| search_assetA | Official Roblox Asset API: Searches Roblox Creator Store / Marketplace for models, audios, decals, plugins using official authenticated APIs. |
| insert_assetA | Official Roblox Asset API: Inserts an asset from the Roblox Creator Store directly into Studio by Asset ID. |
| upload_imageB | Official Roblox Asset API: Uploads a local or base64 image to Roblox Cloud as a Decal/Texture asset. |
| store_imageC | Official Roblox Asset API: Stores an image asset in the Studio project. |
| screen_captureA | Official Roblox Studio: Captures a clean native high-resolution screenshot of the Studio 3D viewport framebuffer. |
| start_stop_playC | Official Roblox Studio: Starts or stops Studio playtest simulation. |
| get_studio_stateB | Official Roblox Studio: Retrieves active Studio session information, current place ID, edit/play simulation status, and open documents. |
| list_roblox_studiosA | Official Roblox Studio: Lists all running Roblox Studio processes and open places. |
| set_active_studioA | Official Roblox Studio: Switches active MCP focus to a specific running Studio instance by ProcessId or PlaceId. |
| character_navigationB | Official Roblox Studio: Navigates the playtest character to a target 3D coordinate in the world. |
| user_keyboard_inputA | Official Roblox Studio: Injects keyboard key press/release events into the active Studio playtest simulation. |
| user_mouse_inputA | Official Roblox Studio: Injects virtual mouse move and click events into the active Studio viewport. |
| script_readA | Official Roblox Studio: Reads Luau script source directly from Studio Script Editor buffer. |
| multi_editB | Official Roblox Studio: Atomically applies multiple script edits across one or more Luau scripts. |
| script_searchB | Official Roblox Studio: Performs fast regex or literal text search across all Luau scripts in the DataModel. |
| script_grepB | Official Roblox Studio: Searches for symbols, function definitions, or patterns with line number snippets across all scripts. |
| subagentC | Official Roblox MCP: Delegates a complex sub-task to Roblox native subagent engine. |
| execute_luauC | Official Roblox MCP: Executes Luau code in Roblox Studio environment and returns evaluation results. |
| component_composeA | Visual Construction: Composes a complete, structured Roblox game component (Interactive Door, Collectible Coin, Weapon Tool, Chest, NPC, Teleporter, Light Fixture) into Studio hierarchy with correct nested parts, materials, constraints, lights, sounds, proximity prompts, and decoupled behavior script without manual boilerplate. |
| component_template_listA | Visual Construction: Lists all available component construction templates with their hierarchy trees, default attributes, and required Roblox instances. |
| hierarchy_scaffoldB | Spatial Organization: Automatically scaffolds clean, industry-standard professional project structure in Roblox Studio (Workspace.World, ReplicatedStorage.Shared, ReplicatedStorage.Assets, ServerStorage.Templates, ServerScriptService.Systems). |
| tool_grip_calibrateA | Animation & Gear: Calibrates Tool.Grip and RightGripAttachment for weapons and equippable tools to ensure correct in-hand orientation (Sword upright, Gun aim forward, Shield forearm, Lantern carry). |
| rig_pose_and_animateA | Animation & Posing: Safely transforms R15/R6 rig joints (Motor6D C0) to set static poses, weapon hold stances, or dialogue stances without breaking rig hierarchy or throwing read-only Motor6D errors. |
| capability_discoverB | Scans all providers (Embedded Plugin, Official MCP, Studio services) and returns the live capability matrix with availability, security level, risk, and fallback. |
| capability_auditA | Comprehensive system audit: reports available, unavailable, official-only, plugin-only, unknown capabilities, and schema mismatches. |
| system_auditB | Deep audit of the entire development platform: providers health, Studio connection, DataModel state, and knowledge graph statistics. |
| game_create_from_specA | Autonomous Game Creation Pipeline: Takes natural-language game specification, parses requirements, generates architecture/GDD/plans, creates all systems, models, UI, animations, and produces verified game. |
| world_buildC | World Building Engine: Construct spatial layout, zones, spawn points, lighting, terrain, roads, and interaction anchors atomically. |
| playtest_run_scenarioB | Automated Playtest Runner: Executes multi-step gameplay testing scenario with input simulation, console output analysis, and screenshot capture. |
| diagnostics_safe_repairC | Root-Cause Error Analyzer & Safe Repair: Analyzes Studio errors, correlates with code, generates verified patch with dry-run support. |
| completeness_auditB | Completeness Engine: Compares requested requirements against implemented systems, detects missing features, and runs final validation. |
| capability_resolveB | Universal Capability Engine: Resolves any intent or missing tool through 4-tier hierarchy (Direct Tool -> External Provider -> Primitive Composition -> UNAVAILABLE). |
| mode_setA | Multi-Mode Engine: Switches active operating mode (CHAT, OBSERVE, PLAN, BUILD, PLAYTEST, VISUAL, DEBUG, OPTIMIZE, VERIFY, AUTONOMOUS). |
| mode_getA | Multi-Mode Engine: Inspects current operating mode, permissions, and autonomous loop state. |
| telemetry_getA | Live Dashboard: Retrieves real-time metrics across all 11 providers, active Studio session, capability counts, and mutation audit log. |
| capability_restricted_routesB | Official MCP Routing: Lists all capabilities restricted by Roblox 3rd-party HTTP/sandbox that are routed directly to Official Roblox Studio MCP (3D AI, Asset Insertion, Screen Capture, Playtest Input). |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| Roblox Project Information | Current place name, place ID, game ID, mode, and Studio session status. |
| Roblox Project Architecture Summary | High-level architectural overview of services, folders, scripts, and remotes. |
| Roblox Studio Selection | List of currently selected instances in the active Roblox Studio session. |
| Roblox Studio Output Logs | Most recent prints, warnings, and errors captured from Roblox Studio Output window. |
| Roblox Studio Runtime Errors | Most recent runtime exceptions with stack traces captured from Roblox Studio. |
TDQS
Scored across 94 tools
Many tools have overlapping purposes, such as three script search tools (script_search, script_grep, script_search_code), multiple project/architecture analyzers (project_analyze, project_map, context_get_architecture, architecture_analyze, context_build), and several capability tools (capability_discover, capability_audit, capability_resolve). An agent would frequently misselect among these.
All names use snake_case and are descriptive, but verb placement is inconsistent: some are verb_noun (generate_mesh, list_roblox_studios, get_studio_state) while others are noun_verb (property_set, instance_create, scene_analyze). Vague names like multi_edit and subagent further reduce predictability.
94 tools is an extreme count for a single MCP server, far beyond the 3-15 well-scoped range. Many of these tools are redundant or overlapping, making the surface unnecessarily heavy for an agent to navigate.
The tool set is exceptionally comprehensive, covering instance/property/attribute CRUD, scripting, terrain, playtest, asset generation, project analysis, debugging, and high-level workflows. No major gaps are apparent for the stated universal Roblox Studio purpose.