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Roblox Studio MCP

Mesh operations

geometry
Destructive

Reshape solid objects in Roblox Studio: union, subtract, intersect, fragment, sweep, mirror, and segment parts—build complex shapes without importing meshes.

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.
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.
pathYesThe part being operated on - the one cut from, for subtract.
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 only: the MeshParts to read geometry from.
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.Default

Schema Changelog

Changes observed during successful MCP inspections.

  1. 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"
      +]
  2. 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"
      +}
  3. 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"
      +}
  4. First observedv0.1.8

TDQS

A5/5.0
Behavior5/5

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

Annotations already mark this as destructive and non-read-only, and the description goes far beyond them: it explains that subtract can succeed without cutting anything, intersect returns an error-style empty result, results lose Roblox's material/color/anchoring if not retained, mirror copies by default with a specific default plane, mesh only works on owned assets, segment is slow, and each call is one undo step. This is rich behavioral disclosure that materially changes how an agent should invoke and interpret the tool.

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

Conciseness5/5

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

The description is long but earns its length: every paragraph explains a distinct operation, a failure mode, or a practical caveat, and the bold section headers plus inline code formatting make it scannable. The title sentence front-loads the tool's purpose, and there is no filler or repetition of 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 28-parameter polymorphic tool with no output schema, this description is unusually complete. It covers per-operation semantics, parameter behavior, failure modes, ownership constraints, performance characteristics, undo behavior, and material retention. An agent has enough context to choose the right operation, set parameters correctly, and interpret surprising results.

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

Parameters5/5

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

Even though schema coverage is 100%, the description adds substantial meaning to the core parameters: path as 'the one cut from, for subtract,' pivot as 'a door needs its hinge edge here,' steps as 'too few cuts corners off an arc,' checkAgainst as 'an empty array checks against everything,' and copy/about defaults for mirror. This goes well beyond the schema's field-by-field descriptions.

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 opening line scopes the tool precisely ('Every operation that reshapes solid geometry') and the description enumerates each operation with concrete verbs and resources: union, subtract, intersect, fragment, sweep, segment, mesh, mirror. This is unambiguous and clearly differentiated from sibling tools like create, modify, and move because it names the exact family of geometry-reshaping behaviors.

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?

The description gives explicit selection guidance: 'Use fragment for rubble and segment for articulation,' 'This is how to build a shape that is not a box without importing a mesh,' and calls sweep 'the only real answer' to collision questions. It also points to inspect as the verification step before subtract. This is strong when-to-use and alternative-routing guidance, both across the tool family and between operations within the tool.

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