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roblox-ui-implementation

Skill5 starsChanged 5 months agoMITView on GitHub

Implement Roblox UI in Studio. Use for ScreenGui, HUDs, menus, mobile-safe layouts, UI state controllers, touch controls, buttons, progress bars, shop panels, reward surfaces, and verifying UI through Roblox Studio MCP.

The file

Show its rules and text

We split this skill into the rules it gives an agent

15 rules. About 0 are common, 8 are distinctive, and 7 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈8

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 7

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Do not improvise UI. Before building a non-trivial surface, read its approved design brief:

    line 14
  2. Distinctive:

    Keep UI construction and state updates in client-side controllers.

    line 23
  3. Distinctive:

    Keep reward, purchase, inventory, and currency decisions on the server.

    line 24
  4. Very specific:

    Put shared UI constants or formatting helpers in ReplicatedStorage.

    line 25
  5. Distinctive:

    Use remotes to request actions, not to grant value directly.

    line 26
  6. Very specific:

    Use UIScale, constraints, and anchors deliberately.

    line 32
  7. Distinctive:

    Keep important buttons away from corners and system gesture zones.

    line 33
  8. Very specific:

    Use large tap targets and clear pressed/disabled/loading states.

    line 34
  9. Distinctive:

    Avoid text that can overflow in small buttons or compact panels.

    line 35
  10. Distinctive:

    Keep core HUD visible without blocking the playfield.

    line 36
  11. Very specific:

    Read scripts with script_read and inspect GUI instances with inspect_instance.

    line 49
  12. Very specific:

    Use multi_edit for code changes or execute_luau for targeted GUI construction.

    line 50
  13. Very specific:

    Use start_stop_play, user_mouse_input, user_keyboard_input, and screen_capture to verify.

    line 51
  14. Distinctive:

    No new console errors.

    line 63
  15. Very specific:

    Verify the surface with roblox-mobile-playtest and roblox-playtest-qa.

    line 67

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Roblox UI Implementation

Goal

Build Roblox UI that is readable, responsive, touch-friendly, and connected to real game state without trusting the client for valuable decisions.

Design Gate (read before building)

Do not improvise UI. Before building a non-trivial surface, read its approved design brief:

  • design/DESIGN.md — global palette, type scale, spacing, and patterns.
  • design/features/<feature-slug>/design.md — this surface's layout, states, and mobile/tablet/desktop behavior. It must say Status: approved.

If the brief is missing or still draft, stop and run roblox-game-ux to produce and approve it first (or get an explicit user override). Build every state the brief specifies — default, empty, loading, error, and permission/locked — not just the happy path, and match the mobile/tablet/desktop behavior it describes.

Architecture

  • Keep UI construction and state updates in client-side controllers.
  • Keep reward, purchase, inventory, and currency decisions on the server.
  • Put shared UI constants or formatting helpers in ReplicatedStorage.
  • Use remotes to request actions, not to grant value directly.
  • Separate HUD state, menu state, notification state, and input handling when the UI grows.

Layout Rules

  • Design phone-first.
  • Use UIScale, constraints, and anchors deliberately.
  • Keep important buttons away from corners and system gesture zones.
  • Use large tap targets and clear pressed/disabled/loading states.
  • Avoid text that can overflow in small buttons or compact panels.
  • Keep core HUD visible without blocking the playfield.

Common Surfaces

  • HUD: objective, currency, health/energy, progress, next reward.
  • Upgrade panel: current value, next value, cost, affordability.
  • Shop: optional offers, clear benefit, no first-session pressure.
  • Rewards: short celebration, visible delta, next goal.
  • Settings: audio, graphics/performance, input preferences.

MCP Build Workflow

  1. Locate UI scripts and GUI instances with script_search, script_grep, and search_game_tree.
  2. Read scripts with script_read and inspect GUI instances with inspect_instance.
  3. Use multi_edit for code changes or execute_luau for targeted GUI construction.
  4. Use start_stop_play, user_mouse_input, user_keyboard_input, and screen_capture to verify.
  5. Check get_console_output.

Verification

Confirm:

  • Text fits on mobile-sized screens.
  • Buttons have obvious affordances and state.
  • UI does not block first action.
  • Valuable actions are server-validated.
  • The built surface matches the approved design brief across mobile, tablet, and desktop, including empty/loading/error states.
  • No new console errors.

Next

Verify the surface with roblox-mobile-playtest and roblox-playtest-qa. If the UI drove new server actions, review the trust boundary with roblox-security-economy. Return to roblox-to-issues / roblox-game-development-lifecycle for the next slice.

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