Roblox Studio MCP
Allows AI agents to control Roblox Studio, including managing instances, scripts, code execution, playtesting, world building, and installing game system scaffolds.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Roblox Studio MCPGenerate a flat terrain at the origin."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Roblox Studio MCP
A production Model Context Protocol (MCP) integration that lets AI agents control Roblox Studio and autonomously build, test, and debug Roblox games.
With this project connected, an AI assistant (Claude, Cursor, Claude Code, or any MCP client) can operate like a full Roblox development team โ programmer, level designer, UI developer, gameplay engineer, tester, and debugger โ inside a live Studio session:
๐ฅ๏ธ Runs Studio for you โ
get_host_capabilitiesreports what the machine allows, thencreate_place_file+launch_studiocreate a real.rbxlxproject and open it, waiting until the plugin connects. No manual setup step before the agent can work๐ธ Sees the viewport โ
capture_studio_screenshotreturns the Studio window as an image, so the agent can visually verify geometry, lighting and UI instead of guessing๐ฎ Drives real play sessions โ
start_play_solopresses F5 and waits for the playtest server/client peers, making the build โ test โ debug โ fix loop fully autonomous;save_projectsends the real Ctrl+S๐ณ Explorer control โ create, inspect, clone, move, rename, and delete instances; batch-build hundreds of objects with one undo waypoint; bulk
mass_set_propertiesacross a whole map๐ Script management โ create/read/edit/patch/search/refactor
Script,LocalScript, andModuleScript; project-widefind_and_replace_in_scriptswith dry-run; compile-check the whole placeโ๏ธ Code execution โ run arbitrary Luau in Studio (plugin security level) with captured output and serialized return values
๐ Runtime debugging โ during play-solo / multiplayer tests every DataModel connects as its own peer:
eval_server_runtime/eval_client_runtimeinspect live game state mid-playtest, per-peerget_output_logs/get_errorsread each side's logs (including boot-time prints), andset_log_breakpointinstruments code without pausing๐งช Test & debug loop โ start/stop playtests, read output logs and errors with Luau stack traces, fix, and retest โ fully autonomously
๐ Official API docs โ
get_roblox_docsfetches real Roblox engine reference (classes, datatypes, enums) so the agent checksProximityPromptorCFramesemantics instead of hallucinating them๐ Ships to Roblox โ
publish_placeuploads the saved place to your experience through Open Cloud (safeSaveddefault, explicitPublishedto release), plusupdate_place_config,restart_universe_serversand MessagingService live-ops. Off by default and gated behind your own API key (docs/publishing.md)๐ World building โ procedural terrain (Perlin-noise hills, blocks, spheres), lighting presets, catalog asset insertion, camera control
๐งฉ Game system scaffolds โ one command installs production-grade systems: DataStore player profiles, currencies, inventory, shop, quests, progression + achievements, global leaderboards, combat, NPCs, round/matchmaking loops, settings, and a themed UI kit (HUD, menus, notifications)
๐ Every MCP client โ stdio for local clients (Claude Code, Claude Desktop, Cursor, Codex, Gemini) plus a Streamable HTTP transport (
--transport http) for AI platforms that only accept a server URL, publishable through Cloudflare Tunnel / ngrok / Tailscale (docs/remote-access.md)๐ Security-first โ bearer-token authentication on both the plugin bridge and the HTTP MCP endpoint, localhost-only binds by default, command validation, rate-limited remotes in generated code, script-stripping on asset inserts
Architecture
AI Agent (Claude / Cursor / URL-only platforms / any MCP client)
โ MCP over stdio โ or โ Streamable HTTP at /mcp (bearer token)
โผ
MCP Server (Node.js + TypeScript)
โโโโโโโโโโโโโโโโโ native host layer โโโโโโโโโโโโโโโโโ
โ local HTTP bridge on 127.0.0.1 โ launch/close Studio, focus window,
โ (bearer-token auth) โ allowlisted shortcuts, screenshots,
โผ long-polling (plugins only make outbound calls) โ .rbxlx place files
Roblox Studio Plugin (Luau) โ one peer per DataModel: โ (Windows / macOS / Linux backends)
โโ edit session (building + Run-mode simulation)
โโ playtest server (eval_server_runtime, server logs)
โโ playtest client(s) (eval_client_runtime, client logs)
โ command executors + ChangeHistory waypoints โ
โผ โผ
Roblox Studio (your open place) โโโโโโ OS window, process, keyboard, screenSee ARCHITECTURE.md for the full design, protocol, data flow, and security model.
Related MCP server: Melo
Quick start
1. Requirements
Node.js โฅ 18.17
Roblox Studio
An MCP client (Claude Desktop, Claude Code, Cursor, โฆ)
2. Install & build
git clone https://github.com/Meganugger/roblox-studio-mcp.git
cd roblox-studio-mcp
npm install
npm run buildThis builds the server, the shared package, and the Studio plugin artifact at
studio-plugin/dist/RobloxStudioMCP.rbxmx.
3. Install the Studio plugin
One command:
node server/dist/index.js --install-pluginThis copies the built plugin into your local Studio plugins folder
(Windows: %LOCALAPPDATA%\Roblox\Plugins, macOS: ~/Documents/Roblox/Plugins;
override with MCP_PLUGINS_DIR). Fully close and reopen Studio afterwards.
Manual alternative: drop studio-plugin/dist/RobloxStudioMCP.rbxmx into the same folder.
4. Connect your AI client
Add the server to your MCP client config. Claude Desktop (claude_desktop_config.json):
{
"mcpServers": {
"roblox-studio": {
"command": "node",
"args": ["/absolute/path/to/roblox-studio-mcp/server/dist/index.js"]
}
}
}Claude Code:
claude mcp add roblox-studio -- node /absolute/path/to/roblox-studio-mcp/server/dist/index.jsMore client configs in examples/client-configs/.
5. Pair Studio with the server
Start your MCP client โ the server prints its auth token to stderr on startup (also saved at
~/.roblox-studio-mcp/token).In Roblox Studio, open your place and click the MCP toolbar button.
Paste the token into the widget and press Connect. (The plugin needs Allow HTTP Requests; it enables it for you when possible.)
Ask your AI: "Check the Roblox Studio connection" โ it calls
get_studio_status. โ
6. Build a game
Try the acceptance prompt:
"Create a polished Roblox simulator game."
If Studio is not even open, the agent starts by itself: get_host_capabilities โ
create_place_file โ launch_studio (see docs/native-control.md).
Then it will lay out the map with generate_terrain + create_instances_batch, install data
profiles/currency/shop/quests/UI with install_scaffold, write game-specific scripts, then loop
analyze_scripts โ start_playtest โ get_errors โ fix โ retest until everything runs clean.
A full walkthrough lives in examples/simulator-game.md.
Tool suite (68 tools)
Category | Tools |
Connection |
|
Explorer |
|
Scripts |
|
Code execution |
|
Project |
|
Test & debug |
|
World |
|
Game systems |
|
Reference |
|
Native host |
|
Place files |
|
Publishing (Open Cloud) |
|
Full reference with parameters and examples: docs/tools.md.
Runtime debugging (per-peer)
When the user starts a play-solo or multiplayer playtest (F5 / Test tab), Studio runs the plugin inside every DataModel. Each auto-connects with the saved token as its own peer, so the agent can:
get_connected_peers โ edit + server + client:Player1 (+ client:Player2 โฆ)
eval_server_runtime code=โฆ โ inspect live server state (e.g. MatchService round data)
eval_client_runtime code=โฆ โ inspect a client's PlayerGui / camera / character
get_output_logs peer=server โ server-side logs incl. boot-time prints
get_errors peer=client โ client-side errors with Luau stack traces
set_log_breakpoint path=โฆ line=โฆ โ instrument code without pausing, reproduce, read logsAsk things like: "Start reading the server logs, reproduce the hit, and tell me why the damage function never fires" โ the agent sets a log breakpoint, reads per-peer logs, and fixes the code.
Native host control (autonomous sessions)
The server can also operate Studio itself, so a session needs no human setup:
get_host_capabilities โ what this OS allows, and how to fix gaps
create_place_file name="PetSim" template=baseplate โ a real .rbxlx on disk
launch_studio placeFilePath="PetSim.rbxlx" โ Studio boots; plugin peer connects
โฆbuild with the Explorer / script / scaffold toolsโฆ
start_play_solo โ presses F5, waits for server+client peers
get_errors peer="server" ยท eval_server_runtime โ debug the live game
stop_play_solo ยท set_camera ยท capture_studio_screenshot โ look at the result
save_project โ real Ctrl+S into the fileSecurity: two independent gates (ROBLOX_MCP_ALLOW_NATIVE, ROBLOX_MCP_ALLOW_NATIVE_INPUT), a
closed shortcut allowlist (no arbitrary key/text injection), window-title verification before
every keystroke, and place paths sandboxed to ROBLOX_MCP_PLACES_ROOT. Prerequisites per OS
(macOS Accessibility/Screen-Recording permissions, Linux xdotool + ImageMagick), the exact
commands each backend runs, and a manual acceptance checklist are in
docs/native-control.md.
Publishing to Roblox (Open Cloud)
The agent can also ship the result, so the loop ends on the platform instead of on disk:
get_publish_capabilities โ gate on? key loaded? right universe?
save_project โ real Ctrl+S writes the .rbxlx
publish_place path="PetSim.rbxlx" โ uploads a Saved version; players unaffected
publish_place path="PetSim.rbxlx" versionType="Published" โ new servers get the build
restart_universe_servers โ moves current players onto it
update_place_config description="โฆ" โ listing details
publish_universe_message topic="liveops" message="โฆ" โ MessagingService live-opsSecurity: this is the only capability that reaches real players, so it is disabled by default.
It needs ROBLOX_MCP_ALLOW_PUBLISH=1 plus an Open Cloud API key that you mint yourself โ the
server never generates one, never prints it back (only a sha256: fingerprint), scrubs it from
error bodies, defaults to the non-releasing Saved version type, and honours a universe allowlist
(ROBLOX_MCP_ALLOWED_UNIVERSES) that bounds a broad key. Key creation, the required API-key
permissions, the rollout workflow and a manual acceptance checklist are in
docs/publishing.md.
Remote URL access (URL-only AI platforms)
New to this? docs/http-mode-quickstart.md is a start-to-finish walkthrough: the two-ports/two-tokens model, setup, verification, and what to ask the agent for.
Some AI platforms can't spawn a local process and only accept an MCP server URL. Run:
node server/dist/index.js --transport httpThis serves the full tool suite over Streamable HTTP at http://127.0.0.1:3668/mcp, protected by a
bearer token (printed on startup; persisted at ~/.roblox-studio-mcp/http-token). Publish it with a
reverse tunnel โ no inbound firewall holes, TLS terminated by the tunnel:
cloudflared tunnel --url http://127.0.0.1:3668 # or ngrok http 3668 / tailscale funnel 3668Then give the platform https://<your-tunnel-host>/mcp with header
Authorization: Bearer <http-token>. Full guide, security model and provider comparison:
docs/remote-access.md.
Configuration
Environment variables read by the server:
Variable | Default | Purpose |
|
| Local bridge port (127.0.0.1 only) |
| auto-generated | Shared secret (โฅ 16 chars) between server and plugin |
|
|
|
|
| Streamable HTTP MCP port ( |
|
| HTTP MCP bind host (keep local; use a tunnel to publish) |
| auto-generated | Bearer token for the HTTP MCP endpoint |
|
| Where generated tokens are persisted |
|
| Set |
|
| Set |
|
| Set |
|
| Set |
| auto-detected | Explicit Roblox Studio executable path |
|
| Where |
| home directory | Sandbox root: place tools refuse paths outside it |
|
| Where screenshots are written |
|
| Set |
| (none) | Open Cloud API key; or write it to |
| (none) | Default universe (experience) id for the publish tools |
| (none) | Default place id for the publish tools |
| (any) | Comma-separated universe allowlist; other universes are refused even if the key can reach them |
|
| Upload size limit for |
|
|
|
| OS default | Override Studio plugins folder for |
Repository layout
server/ MCP server: tools, HTTP bridge, auth, scaffold library, native host + Open Cloud layers (TypeScript)
studio-plugin/ Roblox Studio plugin: bridge loop, executors, UI (Luau, Rojo-compatible)
shared/ Wire protocol, command names, property encoding (TypeScript)
scripts/ Plugin packer (source tree โ .rbxmx)
tests/ Vitest suite incl. full-stack MCP + bridge integration tests
docs/ Installation, HTTP-mode quickstart, usage, tool reference, native control, publishing, troubleshooting
examples/ Client configs, prompt playbooks, simulator-game walkthroughDevelopment
npm run typecheck # strict TS across workspaces
npm test # 222 tests: unit, native backends (per-OS argv), Open Cloud wire format,
# multi-peer bridge, HTTP transport, full-stack MCP client, live X11
npm run build # server + shared + plugin artifact
npm run smoke # boot the built server over real HTTP and exercise the tool surfaceCI runs the whole suite on Ubuntu, Windows and macOS; the Linux job runs under Xvfb so the native window/input/screenshot code is exercised against a real X display instead of being skipped.
The plugin sources are Rojo-compatible (studio-plugin/default.project.json), so
rojo build studio-plugin -o RobloxStudioMCP.rbxmx produces an equivalent artifact if you
prefer the Rojo toolchain. Every Luau file (plugin + all generated scaffold code) compiles
clean with the official Luau compiler; the test suite verifies this when luau-compile
is available.
Troubleshooting
Common issues (plugin won't connect, HTTP disabled, token mismatch, port conflicts, playtest caveats) are covered in docs/troubleshooting.md.
Prior art & attribution
This project builds on the architecture proven by Roblox/studio-rust-mcp-server (official, Rust) and boshyxd/robloxstudio-mcp (TypeScript) โ in particular the stdio-MCP + local-HTTP-bridge + long-polling-plugin pattern that works within Roblox Studio's outbound-only HTTP constraint. The per-peer runtime-debugging model (one plugin peer per playtest DataModel) was pioneered by Chrrxs/robloxstudio-mcp. This implementation is written from scratch and combines those ideas with token authentication, atomic batch building, a script patch/refactor toolchain, an autonomous test/debug loop, log breakpoints, official-docs lookup, a Streamable HTTP transport for URL-only platforms, a production gameplay scaffold library, and a native host layer (Studio launching, window control, screenshots, real play sessions) that makes a session fully autonomous.
Implementation status, including what is deliberately not implemented, is tracked in ROADMAP.md.
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