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create_gui

Creates a ScreenGui in StarterGui with nested frames, buttons, labels and images. Define each element's class, name, and properties to build Roblox Studio interfaces.

Instructions

Build GUI quickly: creates ScreenGui (in StarterGui) with nested elements (Frame/TextButton/TextLabel/ImageLabel...). Each child: {className, name, properties, children}.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesScreenGui name
parentNoDefault 'StarterGui'
childrenNoNested element specs
propertiesNoe.g. {ResetOnSpawn:false, IgnoreGuiInset:true}

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

B3.3/5.0
Behavior2/5

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

No annotations are provided, so the description carries the full behavioral burden, and it mostly repeats schema facts (parent defaults to StarterGui). It does not state what happens on failure, whether an existing ScreenGui is overwritten, what the call returns, or any Studio-bridge/auth requirement for a mutation tool.

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?

Compact and front-loaded: the core action comes first, followed by the parent location and the child spec. The parenthetical element list is slightly listy but every clause carries information.

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

Completeness3/5

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

For a nested-object, mutation tool with no annotations and no output schema, the description covers the input structure well but omits the result semantics (what is returned/which instances exist afterward) and error behavior. Adequate but with clear gaps for this complexity level.

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 coverage is already 100%, so the baseline is 3, but the description adds real value by specifying the recursive child shape ({className, name, properties, children}) that the schema only labels as 'Nested element specs'. This is the key semantic an agent needs to build a nested GUI tree.

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 ('creates ScreenGui') and scopes it to the GUI domain with concrete element examples (Frame/TextButton/TextLabel/ImageLabel). It implicitly separates itself from the generic create_instance/create_script siblings, but never names an alternative explicitly, so the differentiation is inferential rather than stated.

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

Usage Guidelines3/5

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

'Build GUI quickly' implies the intended scenario (mass-creating a GUI hierarchy in one call), but there is no explicit when-to-use vs. when-not, no mention of create_instance/bulk_create for non-GUI work, and no prerequisites such as an active Studio connection.

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