roblox-brain skill

29 Roblox Studio skills: Luau, networking, security, data, gameplay and economy, so an agent writes code for the platform.

  • 185 ★ on the repository
  • Last commit
  • MIT
Skill

Minimal access

Why this level

  • The skills carry instructions and references; they run no code and make no network calls on their own.
All reasons and checks

tabooharmony/roblox-brain

Install

In your terminal, with SkillFoxx CLI

npx skillfoxx add skills/roblox-brain

Detects the agents on your machine, shows the access level and pins the version.

Other ways to install

Access and checks

How we review

Minimal accessThe tool runs nothing and makes no network calls.

  • The skills carry instructions and references; they run no code and make no network calls on their own.

This is third-party code. Review the repository files before installing.

What it does

roblox-brain gives an agent knowledge of Roblox development. The repository holds 29 skills in four libraries: Core with 10, Gameplay with 10, Design with 5 and Tools with 4. Each skill has a short `SKILL.md` entry point and a detailed `references/full.md` with examples and API details. Core covers Luau, types, architecture, server-authoritative networking, exploit hardening, data storage and performance. Gameplay covers building, physics, NPC AI, camera, input, UI, animation, lighting, audio and localization. Design covers core loops, player psychology, growth and monetization. Tools covers Studio MCP, project tooling, Open Cloud and publishing. Install all skills, one library or a single skill. The authors suggest starting with Core.

Who it is for. Roblox game developers who write Luau with Claude Code, Codex or Cursor and are tired of outdated or off-platform model suggestions.

Good fit when

  • The agent writes player progress saving and must handle retries, schema migrations and session ownership.
  • An in-game shop breaks on phones and needs a responsive interface layout.
  • Purchases are validated on the client and a server-authoritative scheme against cheaters is needed.
  • An NPC must pathfind and switch states without overloading the server.

Not a fit when

  • The project does not target Roblox: the skills are tuned to Luau and Studio.
  • You need an MCP server that drives Studio itself: `tools` holds only instructions.
  • You are building a game in Unity or Unreal.

Example request

Implement player data saving through DataStore with retries and schema migration using the roblox-data skill.

Limitations

The skills carry only knowledge and instructions and run nothing in Studio on their own. Copy the whole skill directory including `references/full.md`; `SKILL.md` alone is not enough. References rely on Roblox documentation at the time of writing, and the platform API changes. The repository has scripts that check API and version drift, but the authors of the set run them. Illustrations in the README are examples and promise no outcome, which depends on the model and how you work.

How to disable. Delete the `roblox-*` skill directories from `~/.claude/skills/`, `.codex/skills/` or `.cursor/skills/` where you installed them.

FAQ

How do I install only the skills I need?

One library with `npx skills add TabooHarmony/roblox-brain/skills/core` (or gameplay, design, tools). One skill with `--skill roblox-building`.

What do I do for a manual install?

Copy the whole skill directory, for example `cp -r skills/design/roblox-growth-design ~/.claude/skills/`. Without `references/full.md` the reference is lost.

Where should I start?

With the Core library: Luau, architecture, networking, security, data and performance matter in almost every project.

Which agents fit?

Skill directories copy into `~/.claude/skills/`, `.codex/skills/` and `.cursor/skills/`, so Claude Code, Codex and Cursor.

Are there monetization skills?

Yes, the Design library: game design, player psychology, growth, analytics and monetization.

Discussion

No questions or reviews yet.

Skills

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Comparison with similar tools

Cards that share the main search query, and how they differ.

ToolOfficialAuthenticationRepository starsMain difference
roblox-brain (this card)no185
SyphoDev Roblox Skillsno161also teaches an agent Roblox; here 29 skills in four libraries with references and API check scripts
Roblox Studio MCP (community, debugging and playtests)nonot required366an MCP server that drives Studio; here only knowledge and methods, nothing is executed

README in short

The repository divides 29 skills into four libraries by Roblox development tasks. Every skill has a short entry point and a deep reference. Scripts in `scripts/` check the references against platform documentation.

README badge

Original SKILL.md

---
name: roblox-networking
description: "Use when adding, changing, or auditing RemoteEvents/RemoteFunctions: argument validation, rate limits, server authority, exploit prevention."
when_to_use: "Also for anything sent between client and server, laggy or dropped events, desync, payload size, cooldowns, and security reviews of remotes."
last_reviewed: 2026-10-14
sources:
  - https://create.roblox.com/docs/scripting/events/remote
  - https://create.roblox.com/docs/scripting/security/security-tactics
  - https://create.roblox.com/docs/scripting/security/client-server-boundary
  - https://create.roblox.com/docs/projects/server-authority
  - https://create.roblox.com/docs/reference/engine/classes/UnreliableRemoteEvent
  - https://create.roblox.com/docs/reference/engine/classes/Workspace#GetServerTimeNow
  - https://1axen.github.io/blink/
  - original
---

# roblox networking

## When to Load

Load when adding a remote, handling untrusted input, adding cooldowns, or assigning authority.

## Quick Reference

- Every client argument is attacker-controlled; validate type, size, ownership, state, distance, cooldown on the server.
- Look up prices, damage, rewards, permissions from server-owned definitions.
- Choose the authority model first: Server Authority uses client prediction + server rollback, and is not `SetNetworkOwner`.
- Under Server Authority, simulation input uses `InputAction`/`BindToSimulation()` + `UseFixedSimulation`, not a remote.
- Events for most gameplay requests; keep `RemoteFunction` calls short and bounded.
- `RemoteEvent` for reliable state; not ordered vs property/attribute replication — one explicit channel or version state. `UnreliableRemoteEvent` only for replaceable data; droppable, 1000-byte cap.
- Engine ceiling: each remote type has ~500 FireServer req/s/client, pooled across same-type remotes — a ceiling, not a target.
- Measure payload and fire rate under load; budget rate × bytes × recipients; snapshot on join, diffs after.
- Hit timestamps are untrusted context, never proof. Bound freshness and validate server history; see full.md §3a.
- Typed schemas do not replace security checks. Pin generators and verify generated output in CI.
- Check NaN/infinity first (`x ~= x`, `math.abs(x) == math.huge`): `NaN` defeats `<`/`>`. `utf8.len` catches malformed UTF-8 that fails a DataStore save.
- Serialization: functions arrive `nil`, metatables stripped, mixed keys mangled, `nil` truncates tables, tables are copies — validate field by field, share state via server-owned snapshots/ids.
- Server Authority needs `AuthorityMode = Server` + its bundle; misprediction/rollback are normal (full.md).
- Rate limits protect the server; validation still rejects invalid requests. Bindables are same-side only: tables copied, metatables stripped, `Invoke` yields until `OnInvoke` returns.
- Record suspicion with thresholds; never punish one malformed packet.
- Edit-mode play: wrap the network layer so `RunContext:IsEdit()` gets a loopback mock (full.md).

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