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Roblox Studio MCP

Inspect instances

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Read-onlyIdempotent

Reads properties, attributes, tags, and children of one or more Roblox instances in a single batched call; invalid paths return as failures without blocking valid results.

Instructions

Reads properties, attributes, tags and children of one or more instances. Pass every path you care about in a single call — batching costs one round trip instead of N.

Property selection comes from the live Roblox API dump for each instance's actual class, so it stays correct across engine updates: concise — class and child count only standard — the properties that characterise the class (Part gets Size, Position, CFrame, Anchored, Material...) full — every readable property; expensive, use on one or two instances at most

Bad paths do not fail the call: they come back under failures while the valid ones still return, so one typo does not cost you the whole batch.

Input Schema

NameRequiredDescriptionDefault
pathsYesInstance paths, e.g. ["Workspace.Baseplate", "Lighting"].
detailNoconcise: compact identity. standard: selected facts. full: all readable properties for inspect; tree/find use the same columns as standard.standard
playerNoclient only: player name; required with multiple players.
targetNoclient: read the actual player's playtest VM. Use the playtest server studioId.studio
handlesNoInclude bounded session handles usable in place of paths. Survive rename/reparent; refuse expired references.
physicsNoAlso report mass, density, assembly root and centre of mass for any BasePart. Mass appears nowhere in Studio — it is computed from volume and material — so this is the only way to answer 'why does this fall over', 'why does it sink', or 'why did half the model stay behind when I moved it'.
studioIdNoTarget Studio; omit for the active one.
propertiesNoRead exactly these properties instead of the detail-level default. Use when you want one specific value across many instances.
includeChildrenNoInclude a name/class listing of direct children.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed3 schema fields changedv0.9.1
    • addedInput schema / properties / handles
      Added value: +{
      +  "default": false,
      +  "description": "Include bounded session handles usable in place of paths. Survive rename/reparent; refuse expired references.",
      +  "type": "boolean"
      +}
    • addedInput schema / properties / player
      Added value: +{
      +  "description": "client only: player name; required with multiple players.",
      +  "type": "string"
      +}
    • addedInput schema / properties / target
      Added value: +{
      +  "default": "studio",
      +  "description": "client: read the actual player's playtest VM. Use the playtest server studioId.",
      +  "enum": [
      +    "studio",
      +    "client"
      +  ],
      +  "type": "string"
      +}
  2. Changed1 schema field changedv0.8.6
    • changedInput schema / properties / detail / description
      Previous value: -"How much to return per item. 'concise' = name + class only, cheapest, use when scanning or counting. 'standard' = the properties that matter for most edits. 'full' = every readable property, expensive — use only after you have narrowed to a handful of instances."New value: +"concise: compact identity. standard: selected facts. full: all readable properties for inspect; tree/find use the same columns as standard."
  3. Changed1 schema field changedv0.6.5
    • addedInput schema / properties / physics
      Added value: +{
      +  "default": false,
      +  "description": "Also report mass, density, assembly root and centre of mass for any BasePart. Mass appears nowhere in Studio — it is computed from volume and material — so this is the only way to answer 'why does this fall over', 'why does it sink', or 'why did half the model stay behind when I moved it'.",
      +  "type": "boolean"
      +}
  4. First observedv0.1.8

TDQS

A4/5.0
Behavior4/5

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

Annotations already establish readOnly/idempotent/non-destructive, so the bar is lower, and the description clears it by disclosing partial-failure semantics: bad paths land under `failures` while valid paths still return. It also discloses the cost model of `full` and that property sets track the live API dump. Return shape detail is still thin, which keeps this out of the top band.

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?

Front-loaded with the core action, then two short focused sections on the detail levels and failure behavior. Every line carries information, though the three-level `full` warning could be tightened without loss.

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

Completeness4/5

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

For a 9-parameter, no-output-schema tool this covers the essentials an agent needs: what is read, how to batch, the three detail levels, and partial-failure handling. It is silent on `physics`, `handles` and multi-player `player` targeting, which the schema documents but the description never motivates.

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 100%, so the baseline is 3, but the description adds genuine meaning beyond it: it expands each `detail` level with a concrete illustration (Part returns Size, Position, CFrame, Anchored, Material) and explains the batching intent behind `paths`. `physics`, `handles`, `player` and `studioId` are left to the schema.

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

Purpose4/5

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

States a specific verb and resource set — reads properties, attributes, tags and children of one or more instances — which is concrete enough to act on. It does not, however, distinguish itself from closely related siblings like `tree` or `find`, which also surface instance structure; the only differentiation appears in the schema's `detail` text, not in the description body.

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

Usage Guidelines4/5

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

Gives actionable when-to-use guidance: batch every path into one call to save round trips, and reserve `full` for one or two instances because it is expensive. It stops short of naming an alternative tool (e.g. when `tree` or `find` is the better choice), so the routing is implied rather than explicit.

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