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EL4CTEO

Roblox Studio MCP

Run, pause and stop the simulation

playtest
Destructive

Starts and stops Roblox Studio playtests with modes for single player, headless, or multiplayer sessions.

Instructions

Starts and stops playtests, so scripts can be made to run and then observed without asking the user to press anything.

play is the Play button: a character spawns and Players.PlayerAdded fires. run is Run mode, which executes scripts with no player at all. multiplayer starts a test with several players for testing replication. state reports without changing anything.

Pressing play adds a SECOND connected session for the playtest's server, and that is where the running game lives — console, performance and execute_luau must target its studioId, not the editor's. Call list_studios after starting and look for the entry whose context is a playtest.

A test does not block this call: it starts and the reply reports the state reached. Studio only ends it when something inside calls StudioTestService:EndTest(value) or when stop is used here; whatever EndTest passed comes back as lastResult on a later state. That makes a scripted check possible end to end: args is readable inside the test via StudioTestService:GetTestArgs(), so a test can be told what to do and report back what happened.

Stopping discards everything the playtest changed, exactly as pressing Stop does. Build in edit mode, then play — not the other way round.

The reply says whether the mode actually moved, not merely that Studio accepted the request.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
opYes'play' starts a playtest with a character, 'run' runs scripts with no player, 'multiplayer' starts a several-player test, 'stop' ends it and discards its changes, 'state' only reports.
argsNoValue handed to the test, readable inside it with `StudioTestService:GetTestArgs()`. Use it to tell a test which case to exercise.
playersNomultiplayer only: how many players to start.
studioIdNoTarget Studio; omit for the active one.
Behavior4/5

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

Annotations declare openWorldHint=true and destructiveHint=false (though the tool stops/discards state). The description goes further: it states that play adds a second connected session hosting the game, that the call is non-blocking and reports the reached state, that stop discards changes exactly like pressing Stop, and that EndTest's value surfaces as lastResult. This is rich behavioral detail beyond the annotation flags, though it doesn't enumerate failure modes or edge cases (e.g., what happens if stop is called before any test).

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?

Dense but every sentence earns its place: op semantics up front, then async behavior, then studioId routing, then stop/EndTest contractholics. No filler, well-organized into scannable paragraphs.

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?

Comprehensive for a control tool. It explains non-blocking behavior, side effects of stopping, how to discover the right studio, and the return-value semantics. Minor gaps: no failure modes or preconditions (e.g., must be in edit mode for play), and no mention of auth, but the description is unusually complete for the domain.

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?

Even though the schema already documents all 4 parameters at 100% coverage, the description adds substantial semantic value: it explains the async nature of the reply ('returns the state reached'), how args is consumed inside the test, and the meaning of the state operation as a pure reporter. That goes beyond the schema's enumerations and helps an agent avoid misusing op as a blocking call.

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 uses specific verbs ('starts', 'stops', 'reports') tied to a clear resource ('playtests') and enumerates the five op values with distinct one-line meanings. It distinguishes the modes play/run/multiplayer and singles out state as read-only, so an agent can tell them apart without opening the schema.

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?

Explicitly explains when to use play vs run vs multiplayer, warns that stop is the only way to end a test besides EndTest, and instructs calling list_studios after starting so console/performance/execute_luau target the playtest's studioId. This is actionable routing guidance with no ambiguity.

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

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