roblox-debugging-bugfix
Skill5 starsChanged 5 months agoMITView on GitHub
Debug and fix Roblox bugs through Studio MCP. Use for repro steps, console errors, script search/read/edit flow, broken UI, failed gameplay systems, data issues, remotes, regressions, root-cause reports, and post-fix verification.
1 other project uses a version of this, 1 of them edited.
Adopted by
Most recently taken up by
- rodrigo-guerraa/roblox-hubedited, first seen Oct 17, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 1
- rodrigo-guerraa/roblox-hub★ 214% same
Wrote their own version · 0
None found.
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository39 other files it gives its agents.
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- roblox-game-ideasSkill
- roblox-game-uxSkill
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- roblox-growth-marketingSkill
- roblox-liveops-roadmapSkill
- roblox-localization-accessibilitySkill
- roblox-luau-architectureSkill
- roblox-mobile-playtestSkill
- roblox-monetization-optimizationSkill
- roblox-performance-optimizationSkill
- roblox-playtest-qaSkill
- roblox-policy-complianceSkill
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- roblox-quest-progression-systemsSkill
- roblox-release-operationsSkill
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- roblox-social-systemsSkill
- roblox-studio-workflowSkill
- roblox-to-issuesSkill
- roblox-to-prdSkill
- roblox-triageSkill
- roblox-ui-implementationSkill
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- setup-roblox-skillsSkill
- write-a-skillSkill
- zoom-outSkill
The file
We split this skill into the rules it gives an agent
10 rules. About 0 are common, 6 are distinctive, and 4 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈6
Distinctive · estimate
This author's own choices. Worth a look.
4
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 31
Run the loop. Confirm it produces the failure the user described (not a nearby lookalike), that it repeats, and that you've captured the …
- Very specific: line 50
Search with script_grep and script_search.
- Very specific: line 51
Read relevant scripts with script_read.
- Very specific: line 55
Remove all [DEBUG-...] instrumentation (script_grep the prefix).
- Distinctive: line 70
Prefer root-cause fixes over defensive silence.
- Distinctive: line 71
Do not swallow errors without logging context.
- Distinctive: line 72
Add validation near trust boundaries.
- Distinctive: line 73
Keep unrelated refactors out of bug fixes.
- Distinctive: line 74
Verify no new console errors.
- Very specific: line 89
Verify the fix holds with roblox-playtest-qa (and roblox-mobile-playtest if it touched UI/mobile).
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Roblox Debugging Bugfix
Goal
Move from symptom to verified fix without guessing. For hard or intermittent bugs, follow the discipline below; skip phases only when you can justify it.
Phase 1 — Build a repro loop first (this is the skill)
Everything else is mechanical once you have a fast, repeatable pass/fail signal for the bug. Spend disproportionate effort here. Be aggressive and creative before you touch a fix.
Ways to construct one, roughly in order:
- Studio playtest repro — the exact steps in Play mode that surface the bug; watch
get_console_output. execute_luauharness — call the suspect server/module function directly with a fixture input and assert the result, instead of clicking through the whole game.- Targeted scenario — spawn the minimal instances/state that trigger the code path (one part, one remote, one player state).
- Replay a captured payload — save the real remote payload / data profile that misbehaves and push it back through the code path in isolation.
Make the loop fast, sharp, and deterministic: narrow to the specific symptom, pin any randomness/timing, and cut unrelated setup. A 2-second deterministic check beats a 30-second flaky one.
Intermittent bugs: the goal is a higher reproduction rate, not a clean one-shot. Loop the trigger many times, add stress, narrow timing windows. A 50%-flake bug is debuggable; keep raising the rate until it is.
If you genuinely cannot build a loop, stop and say so — list what you tried and ask the user for the environment, a captured artifact (log dump, screen recording with timestamps, the offending data), or permission to add temporary instrumentation. Do not hypothesize without a loop.
Phase 2 — Reproduce
Run the loop. Confirm it produces the failure the user described (not a nearby lookalike), that it repeats, and that you've captured the exact symptom for later verification.
Phase 3 — Hypothesize
Generate 3–5 ranked, falsifiable hypotheses before testing any — single-hypothesis debugging anchors on the first guess. Each states a prediction: "If X is the cause, then changing Y makes it disappear." Show the ranked list to the user before probing; they often re-rank instantly ("we just changed #3"). Proceed on your ranking if they're AFK.
Phase 4 — Instrument
Each probe maps to one hypothesis; change one variable at a time. Prefer inspecting real values (inspect_instance, execute_luau) over log spam. Tag every temporary log with a unique prefix like [DEBUG-a4f2] so cleanup is a single script_grep. For performance regressions, measure first (timing/os.clock, MicroProfiler, instance counts) and bisect — logs are usually the wrong tool.
Phase 5 — Fix + regression check
Make the smallest safe fix with multi_edit. Before declaring done, turn the repro into a durable check where a correct seam exists (an execute_luau assertion or a documented playtest step). If no good seam exists, that itself is a finding — note that the architecture is preventing the bug from being locked down.
Debug Loop (mechanics)
- Capture the user-visible symptom and expected behavior.
- Reproduce in Play mode when possible.
- Read
get_console_output. - Search with
script_grepandscript_search. - Read relevant scripts with
script_read. - Inspect relevant instances with
search_game_treeandinspect_instance. - Make the smallest safe fix with
multi_edit. - Re-run the repro and check console output again.
- Remove all
[DEBUG-...]instrumentation (script_grepthe prefix).
Common Bug Classes
- Client/server state mismatch.
- Remote payload trust issue.
- UI not updating after server state changes.
- Event connections duplicated or never disconnected.
- DataStore load/save race.
- Object path renamed or missing.
- Play mode DataModel mismatch.
- Race between character spawn, UI creation, and server initialization.
Fix Rules
- Prefer root-cause fixes over defensive silence.
- Do not swallow errors without logging context.
- Add validation near trust boundaries.
- Keep unrelated refactors out of bug fixes.
- Verify no new console errors.
Output
Return:
- Repro.
- Root cause (state which hypothesis proved correct).
- Files/scripts changed.
- Verification performed.
- Residual risks.
- Post-mortem: what would have prevented this bug? If the answer is architectural (no good test seam, tangled client/server boundary, hidden coupling), recommend
roblox-code-maintenance-refactororroblox-luau-architecture— after the fix is in, not before.
Next
Verify the fix holds with roblox-playtest-qa (and roblox-mobile-playtest if it touched UI/mobile). If the post-mortem surfaced architectural debt, hand off to roblox-luau-architecture or roblox-code-maintenance-refactor. Return to roblox-game-development-lifecycle to resume the roadmap.
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