$npx -y skills add TabooHarmony/roblox-brain --skill roblox-buildingUse when building Roblox geometry, maps, props, or generated assets with MCP or standalone Luau.
| 1 | ## When to Load |
| 2 | |
| 3 | Load when building physical geometry, maps, props, or environment assets in Roblox Studio through MCP or standalone scripts. Covers spatial planning, CSG, generated/reused assets, scale, and verification. See `references/full.md` for complete patterns. |
| 4 | |
| 5 | ## Quick Reference |
| 6 | |
| 7 | ### MCP Build Mode |
| 8 | 1. Discover Studio/context, then inspect Workspace and existing asset conventions. |
| 9 | 2. Establish a named build root, origin, coordinate system, and geometry/asset manifest. |
| 10 | 3. Build in bounded phases: ground → zone shells → landmarks → props → environment. |
| 11 | 4. Read back after every asset, script, or geometry batch before continuing. |
| 12 | 5. Validate structure, capture a deliberate view, and playtest traversal when relevant. |
| 13 | |
| 14 | ### Asset Choice |
| 15 | - Inspect and reuse a compatible existing asset first. |
| 16 | - Use `search_asset` + `insert_asset` for Creator Store assets when provenance and licensing are acceptable. |
| 17 | - For cross-owner or paid assets, surface creator/source/price and get explicit consent before insertion. |
| 18 | - Use `generate_procedural_model` for configurable primitive-part props and blockouts. |
| 19 | - Use `generate_mesh` for custom textured props and `generate_material` for surface variants. |
| 20 | - Use `store_image`/`upload_image` only for permitted images; pass a returned `generationId` to `wait_job_finished` before dependent work. |
| 21 | - Fall back to native Parts/CSG and report unavailable or unsuitable generation. |
| 22 | |
| 23 | ### Player Scale |
| 24 | Player ~5 studs | Door 4w×7h | Ceiling 10-14 | Counter 3.5-4 | Seat 1.5 | Path 6+ |
| 25 | |
| 26 | ### Spatial Rules |
| 27 | - Named dimensions manifest, no magic numbers. |
| 28 | - Offset sub-parts from anchor CFrames, not guessed world coordinates. |
| 29 | - Snap to 0.125/0.25/0.5 studs. |
| 30 | - Build complex CSG near origin, then `PivotTo` the destination. |
| 31 | - Set `Anchored`, `CanCollide`, `CastShadow`, `Color`, and `Material` explicitly. |
| 32 | |
| 33 | ### Acceptance |
| 34 | **Prop:** named model, pivot, scale, bounds, materials, collision, anchoring, no loose parts, asset provenance. |
| 35 | **Map:** root/origin, zones, landmarks, spawns, path widths, traversal, and bounds checks excluding Baseplate/Terrain/SpawnLocation. |
| 36 | **Evidence:** structural readback plus screenshot when supported, console/runtime result when playtested. |
| 37 | |
| 38 | ### Anti-Patterns |
| 39 | Guessing coords | unanchored parts | hardcoded world positions | silent CSG failures | >20-30 parts/call | default gray | claiming generation succeeded without readback |
| 40 | |
| 41 | **Need detail?** Load `references/full.md` for CSG wrappers, map structure, validation scripts, asset recipes, and evidence workflows. |