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Roblox Studio MCP

Mesh operations

geometry
Destructive

Reshape Roblox solid models: union, subtract, intersect, sweep motion, fragment, segment, mirror, and read mesh triangle counts for build and collision checks.

Instructions

Every operation that reshapes solid geometry, in one place.

Boolean - union merges parts into one solid, subtract cuts the with parts out of path, intersect keeps only the overlap. This is how to build a shape that is not a box without importing a mesh.

Breaking apart - fragment shatters a part into random debris, for destruction. segment is the opposite kind of break: it cuts a MeshPart into parts you NAME, so a solid car mesh becomes a body and four wheels a script can find and turn. Use fragment for rubble and segment for articulation.

Motion - sweep builds the volume a part passes through as it moves, which is the only real answer to 'does this door hit the wall when it opens'. Give to for a slide, or spin degrees with a pivot for a hinge. Pass checkAgainst and it reports what the swept volume overlaps; with keep: false it measures and cleans up after itself, leaving nothing behind.

subtract and intersect need the parts to actually overlap, and they fail differently when they do not. intersect returns nothing, which comes back as an error rather than a silent no-op. subtract returns the subject UNCHANGED - a full-size copy of it, reported as a created part - because cutting nothing out of something legitimately leaves it whole. So a subtract that succeeds is not proof that anything was cut: check the positions overlap with inspect first, or compare the result's size against the original.

Results keep the original's material, colour, texture and anchoring. Roblox returns bare grey MeshParts, so a brick wall with a hole cut in it would otherwise come back as a grey slab - correct geometry that looks like a mistake.

mesh reads the real triangle and vertex counts of MeshParts, which is the only way to tell a 40,000-triangle tree from a 400-triangle one — they are identical in the Explorer and in Properties, and the difference is whether the place runs on a phone. It also reports mesh size against part size: the same triangles stretched over a bigger object is the usual reason a model costs more than it looks like it should.

mesh only works on meshes the signed-in Studio user or the experience owner OWNS. Roblox refuses to open anyone else's, so a model inserted from the Creator Store cannot be measured this way — the tool says which parts were skipped rather than failing the whole batch.

mirror flips instances across a plane and has no engine API behind it — Studio simply cannot do this, which is why people ask for it. Mirroring about the middle of the selection is the default, because mirroring a building at x=200 about the world origin puts it 400 studs away rather than flipping it in place. It COPIES by default; pass copy: false to flip the originals. MeshParts move and rotate correctly but their meshes are not remade, so an asymmetric mesh still reads the same way round.

segment runs Roblox's Cube model and takes tens of seconds; the rest are fast. Each call is one undo step.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
opYes'union' merges, 'subtract' cuts `with` out of `path`, 'intersect' keeps only the overlap, 'fragment' shatters into debris, 'sweep' builds a motion volume, 'segment' cuts a mesh into named parts, 'mesh' reads triangle counts, 'mirror' flips instances across a plane.
toNosweep only: slide to this position, e.g. "0, 10, 0".
axisNosweep: axis to spin around, e.g. "0, 1, 0" (defaults to up). mirror: which axis to flip across — "X", "Y" or "Z", defaulting to X.
copyNomirror only: leave the originals and add mirrored copies. True by default — that is what builds a symmetrical structure from half of one. False flips the originals in place.
keepNosweep only: leave the volume as a part. Off measures and cleans up.
nameNoName for the result. Defaults to the original's.
pathNoThe part being operated on - the one cut from, for subtract. Required for every op except mesh and mirror, which take `paths`.
spinNosweep only: rotate this many degrees. Use with `pivot` for a hinge.
withNoThe other parts. Required for union, subtract and intersect.
aboutNomirror only: the plane position, e.g. "0, 0, 0". Defaults to the middle of what is being mirrored, which flips it in place.
pathsNomesh and mirror: the instances to read or flip.
pivotNosweep only: the hinge point. Defaults to the part's own centre, which spins it in place - a door needs its hinge edge here.
stepsNosweep only: how many samples along the motion. Too few cuts corners off an arc.
anchorNosegment only: anchor every part.
groupsNosegment only: the part names to cut into, e.g. ["body", "lid"]. Overrides `schema`.
parentNoWhere to put the result. Defaults to the original's parent.
piecesNofragment only: roughly how many pieces to break into.
schemaNosegment only: a built-in split. 'Car5' gives a body and four wheels under fixed names; 'Body1' gives one mesh. Ignored when `groups` is set.
scaleToNosegment only: scale so the longest side is this many studs.
positionNosegment only: where to place the result. Defaults to where the source was.
studioIdNoTarget Studio; omit for the active one.
positionsNosweep only: an explicit path of positions to sweep along.
splitApartNoReturn disconnected chunks as separate parts rather than one.
checkAgainstNosweep only: report what the volume overlaps. An empty array checks against everything; a list checks only those.
keepOriginalNosegment only: leave the source MeshPart in place instead of replacing it.
transparencyNosweep only: how see-through the volume is.
keepOriginalsNoLeave the input parts in place instead of consuming them.
collisionFidelityNoHow exactly the result collides. Precise is expensive - raise it only for a surface players walk on. Tunable picks a precision from the size and handles thin details better; adjust it afterwards with `modify` on CollisionPrecision.Default

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv0.8.6
    • changedInput schema / properties / collisionFidelity / description
      Previous value: -"How exactly the result collides. Precise is expensive - raise it only for a surface players walk on."New value: +"How exactly the result collides. Precise is expensive - raise it only for a surface players walk on. Tunable picks a precision from the size and handles thin details better; adjust it afterwards with `modify` on CollisionPrecision."
    • changedInput schema / properties / collisionFidelity / enum
      Previous value: -[
      -  "Default",
      -  "Hull",
      -  "Box",
      -  "PreciseConvexDecomposition"
      -]New value: +[
      +  "Default",
      +  "Hull",
      +  "Box",
      +  "PreciseConvexDecomposition",
      +  "Tunable"
      +]
  2. Changed4 schema fields changedv0.7.0
    • changedInput schema / properties / op / description
      Previous value: -"'union' merges, 'subtract' cuts `with` out of `path`, 'intersect' keeps only the overlap, 'fragment' shatters into debris, 'sweep' builds a motion volume, 'segment' cuts a mesh into named parts."New value: +"'union' merges, 'subtract' cuts `with` out of `path`, 'intersect' keeps only the overlap, 'fragment' shatters into debris, 'sweep' builds a motion volume, 'segment' cuts a mesh into named parts, 'mesh' reads triangle counts, 'mirror' flips instances across a plane."
    • changedInput schema / properties / path / description
      Previous value: -"The part being operated on - the one cut from, for subtract."New value: +"The part being operated on - the one cut from, for subtract. Required for every op except mesh and mirror, which take `paths`."
    • changedInput schema / properties / paths / description
      Previous value: -"mesh only: the MeshParts to read geometry from."New value: +"mesh and mirror: the instances to read or flip."
    • changedInput schema / required
      Previous value: -[
      -  "op",
      -  "path"
      -]New value: +[
      +  "op"
      +]
  3. Changed4 schema fields changedv0.6.8
    • addedInput schema / properties / about
      Added value: +{
      +  "description": "mirror only: the plane position, e.g. \"0, 0, 0\". Defaults to the middle of what is being mirrored, which flips it in place.",
      +  "type": "string"
      +}
    • changedInput schema / properties / axis / description
      Previous value: -"sweep only: axis to spin around, e.g. \"0, 1, 0\". Defaults to up."New value: +"sweep: axis to spin around, e.g. \"0, 1, 0\" (defaults to up). mirror: which axis to flip across — \"X\", \"Y\" or \"Z\", defaulting to X."
    • addedInput schema / properties / copy
      Added value: +{
      +  "description": "mirror only: leave the originals and add mirrored copies. True by default — that is what builds a symmetrical structure from half of one. False flips the originals in place.",
      +  "type": "boolean"
      +}
    • changedInput schema / properties / op / enum
      Previous value: -[
      -  "union",
      -  "subtract",
      -  "intersect",
      -  "fragment",
      -  "sweep",
      -  "segment",
      -  "mesh"
      -]New value: +[
      +  "union",
      +  "subtract",
      +  "intersect",
      +  "fragment",
      +  "sweep",
      +  "segment",
      +  "mesh",
      +  "mirror"
      +]
  4. Changed2 schema fields changedv0.6.5
    • changedInput schema / properties / op / enum
      Previous value: -[
      -  "union",
      -  "subtract",
      -  "intersect",
      -  "fragment",
      -  "sweep",
      -  "segment"
      -]New value: +[
      +  "union",
      +  "subtract",
      +  "intersect",
      +  "fragment",
      +  "sweep",
      +  "segment",
      +  "mesh"
      +]
    • addedInput schema / properties / paths
      Added value: +{
      +  "description": "mesh only: the MeshParts to read geometry from.",
      +  "items": {
      +    "type": "string"
      +  },
      +  "maxItems": 50,
      +  "type": "array"
      +}
  5. Changed19 schema fields changedv0.4.5
    • addedInput schema / properties / anchor
      Added value: +{
      +  "default": true,
      +  "description": "segment only: anchor every part.",
      +  "type": "boolean"
      +}
    • addedInput schema / properties / axis
      Added value: +{
      +  "description": "sweep only: axis to spin around, e.g. \"0, 1, 0\". Defaults to up.",
      +  "type": "string"
      +}
    • addedInput schema / properties / checkAgainst
      Added value: +{
      +  "description": "sweep only: report what the volume overlaps. An empty array checks against everything; a list checks only those.",
      +  "items": {
      +    "type": "string"
      +  },
      +  "maxItems": 50,
      +  "type": "array"
      +}
    • changedInput schema / properties / collisionFidelity / description
      Previous value: -"How exactly the result collides. Precise is expensive — raise it only for a surface players walk on."New value: +"How exactly the result collides. Precise is expensive - raise it only for a surface players walk on."
    • addedInput schema / properties / groups
      Added value: +{
      +  "description": "segment only: the part names to cut into, e.g. [\"body\", \"lid\"]. Overrides `schema`.",
      +  "items": {
      +    "type": "string"
      +  },
      +  "maxItems": 16,
      +  "type": "array"
      +}
    • addedInput schema / properties / keep
      Added value: +{
      +  "default": true,
      +  "description": "sweep only: leave the volume as a part. Off measures and cleans up.",
      +  "type": "boolean"
      +}
    • addedInput schema / properties / keepOriginal
      Added value: +{
      +  "default": false,
      +  "description": "segment only: leave the source MeshPart in place instead of replacing it.",
      +  "type": "boolean"
      +}
    • changedInput schema / properties / op / description
      Previous value: -"'union' merges, 'subtract' cuts `with` out of `path`, 'intersect' keeps only the overlap, 'fragment' shatters `path` into pieces."New value: +"'union' merges, 'subtract' cuts `with` out of `path`, 'intersect' keeps only the overlap, 'fragment' shatters into debris, 'sweep' builds a motion volume, 'segment' cuts a mesh into named parts."
    • changedInput schema / properties / op / enum
      Previous value: -[
      -  "union",
      -  "subtract",
      -  "intersect",
      -  "fragment"
      -]New value: +[
      +  "union",
      +  "subtract",
      +  "intersect",
      +  "fragment",
      +  "sweep",
      +  "segment"
      +]
    • changedInput schema / properties / path / description
      Previous value: -"The part being operated on — the one cut from, for subtract."New value: +"The part being operated on - the one cut from, for subtract."
    • addedInput schema / properties / pivot
      Added value: +{
      +  "description": "sweep only: the hinge point. Defaults to the part's own centre, which spins it in place - a door needs its hinge edge here.",
      +  "type": "string"
      +}
    • addedInput schema / properties / position
      Added value: +{
      +  "description": "segment only: where to place the result. Defaults to where the source was.",
      +  "type": "string"
      +}
    • addedInput schema / properties / positions
      Added value: +{
      +  "description": "sweep only: an explicit path of positions to sweep along.",
      +  "items": {
      +    "type": "string"
      +  },
      +  "maxItems": 64,
      +  "type": "array"
      +}
    • addedInput schema / properties / scaleTo
      Added value: +{
      +  "description": "segment only: scale so the longest side is this many studs.",
      +  "exclusiveMinimum": 0,
      +  "type": "number"
      +}
    • addedInput schema / properties / schema
      Added value: +{
      +  "description": "segment only: a built-in split. 'Car5' gives a body and four wheels under fixed names; 'Body1' gives one mesh. Ignored when `groups` is set.",
      +  "enum": [
      +    "Body1",
      +    "Car5"
      +  ],
      +  "type": "string"
      +}
    • addedInput schema / properties / spin
      Added value: +{
      +  "description": "sweep only: rotate this many degrees. Use with `pivot` for a hinge.",
      +  "type": "number"
      +}
    • addedInput schema / properties / steps
      Added value: +{
      +  "default": 12,
      +  "description": "sweep only: how many samples along the motion. Too few cuts corners off an arc.",
      +  "maximum": 64,
      +  "minimum": 2,
      +  "type": "integer"
      +}
    • addedInput schema / properties / to
      Added value: +{
      +  "description": "sweep only: slide to this position, e.g. \"0, 10, 0\".",
      +  "type": "string"
      +}
    • addedInput schema / properties / transparency
      Added value: +{
      +  "default": 0.5,
      +  "description": "sweep only: how see-through the volume is.",
      +  "maximum": 1,
      +  "minimum": 0,
      +  "type": "number"
      +}
  6. First observedv0.1.8

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Beyond the destructive/openWorld/idempotent annotations, the description discloses non-obvious failure semantics ('intersect' errors on no overlap while 'subtract' silently returns an unchanged full-size copy), ownership refusal on foreign meshes with per-part skip reporting, that material/colour/texture/anchoring are preserved, that mirror copies by default, that 'segment' takes tens of seconds, and that each call is one undo step.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

It is long for a description, but for an eight-op / 28-parameter tool most sentences carry distinct caveats, and bold group headers make it skimmable and front-loaded. Minor waste comes from restating schema defaults verbatim ('It COPIES by default; pass `copy: false`') and from prose that repeats default-value behavior already in the schema.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a high-complexity, multi-operation, destructive tool with no output schema, the description covers op selection, failure modes, side effects, permission limits, latency, and undo behavior. An agent has enough to choose an op and anticipate the result's shape and risks without further context.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is already 100%, so the baseline is 3, but the description adds op-level parameter interaction that the flat schema cannot: that `groups` overrides `schema`, that `checkAgainst` reports overlaps and `keep: false` measures then cleans up, and how `spin`+`pivot` compose for a hinge. It stops short of covering the generic plumbing params (`parent`, `studioId`, `name`), which the schema handles alone.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description names the tool's domain (reshaping solid geometry) and then enumerates all eight operations with a specific verb+resource for each, grouped under Boolean/Breaking apart/Motion/Read/Mirror headings. An agent can tell which `op` value maps to which intent without opening the schema, and siblings like `inspect` and `modify` are named where relevant.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicit routing guidance is given for overlapping ops: 'Use `fragment` for rubble and `segment` for articulation', `sweep` for 'does this door hit the wall', and 'check the positions overlap with `inspect` first' before relying on `subtract`. When-not conditions are also stated, e.g. mesh only works on meshes the user owns, and mirror exists because Studio has no engine API for it.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.