Toolbox
Scripting & AI tools
The engineering side: building outside Studio with Lune, driving Studio from an AI agent, saves that never lose data, performance and input, and writing prompts an AI actually follows.
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Every promptPaste this
Prompts to copy into ChatGPT, Gemini, Claude or your coding agent.
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Every trickDo this
Step-by-step moves, each with a message to hand your AI.
- Trick4 minBuild your game outside Studio with LuneLune runs Luau on your computer and reads and writes Roblox place files. Build the whole place from code, test logic without Studio, and model meshes in a loop your AI can see.Show me how
- Trick2 minGet scripts and images into Studio fastPush big scripts as a model file instead of pasting source, and bulk-upload images through Studio's own login. The two transfers that waste the most agent time.Show me how
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Learn why
The rules behind it, most of them measured in Studio.
- 01Engineering overviewSystems and workflow for making a Roblox game with one or more AI agents driving Studio through MCP. Every rule names the bug it prevents.
- 02Driving Roblox Studio through MCPHow an AI coding agent reads, writes and tests a live Studio place without breaking it. Every rule here comes from a bug that cost at least one session.
- 03Many agents, one StudioHow to run several AI agents (and a human collaborator) against one live place without anyone overwriting anyone.
- 04Fix brief templateA shared brief for parallel fix agents. Copy it into the project (e.g. reviews/FIXBRIEF.md), fill in the <...> parts, and give each agent a short prompt naming its owned files and bug ids plus "read...
- 05Data and savesSave bugs are invisible in Studio, because Studio playtests usually run memory-only. These are the rules that came out of a save-layer review of a live game; every one prevents silent progress loss.
- 06"Solo in a shared server" gamesMany tycoons, idle games and PvE campaigns are really single-player, but Roblox servers hold several players.
- 07PerformanceKids play on phones, tablets and Chromebooks. Most "the game feels bad" reports turn out to be hitches, lost taps or slow pop-in. Rules with the numbers that justified them.
- 08InputInput bugs look like "the button sometimes doesn't work" or "my airstrike landed on my own army". They come from several listeners hearing the same event, and from mixing up coordinate spaces.
- 09Open Cloud: creating developer products from a scriptCreating 20 developer products by hand in the Creator Dashboard is slow and error-prone (typos in prices, missing icons, ids pasted into the wrong config line).
- 10Engineering toolsSmall, game-agnostic tools for an agent working on a live Studio place. Python needs only the standard library (plus zstandard for some .rbxm files). Luau tests need the luau CLI.
- 11Luau traps that broke real gamesSmall language and engine traps, each of which caused a real bug: nil globals, ambiguous syntax, weak tables, remote queues.
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All downloadsDownload
Skills, packs, kits and snippets for this job.