roblox-core
Skill12 starsChanged 8 months agoMITView on GitHub
Use for foundational Roblox experience development: deciding what runs on the client or server, where scripts and modules belong, how to structure reusable code, and how to handle everyday services, attributes, bindables, workspace objects, input, camera, raycasts, collisions, and CFrame-based gameplay scripting in Studio.
2 other projects use a version of this.
Adopted by
Most recently taken up by
- nonlooped/roblox-suitetheir own version, first seen Sep 19, 2026
- zukoma42-dev/claude-skillstheir own version, first seen Mar 25, 2026
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- nonlooped/roblox-suite★ 25same name
- zukoma42-dev/claude-skills★ 0same name
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 repository8 other files it gives its agents.
- luau-coreSkill
- luau-performanceSkill
- luau-typesSkill
- roblox-apiSkill
- roblox-cloudSkill
- roblox-dataSkill
- roblox-networkingSkill
- roblox-oauthSkill
The file
Show its rules and text
We split this skill into the rules it gives an agent
29 rules. About 0 are common, 18 are distinctive, and 11 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈18
Distinctive · estimate
This author's own choices. Worth a look.
11
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 10
Use this skill when the task is primarily about core Roblox runtime structure and everyday gameplay scripting:
- Distinctive: line 19
Do not use this skill when the task is mainly about:
- Distinctive: line 27
Use this skill if the main question is structural: where code lives, what runs where, what replicates, or how to organize reusable Roblox …
- Very specific: line 28
Use this skill for foundational engine patterns that appear in most experiences: services, modules, attributes, bindables, basic input, …
- Very specific: line 29
If the task centers on RemoteEvent, RemoteFunction, trust boundaries, request validation, or multiplayer message design, hand off to …
- Very specific: line 30
If the task is mainly "which API/member do I call" across a large Roblox surface area, hand off to roblox-api.
- Very specific: line 31
If the task centers on saving, loading, quotas, versioning, cross-server state, or ephemeral shared state, hand off to roblox-data.
- Very specific: line 32
If the task involves Open Cloud, web APIs, credentials, OAuth, or external tooling automation, hand off to roblox-cloud or roblox-oauth.
- Distinctive: line 33
If a request mixes core structure with out-of-scope systems, answer only the foundational Roblox portion and explicitly exclude the rest.
- Distinctive: line 34
If unsure, prefer the narrower interpretation and omit material that would overlap networking, data, cloud, or API-reference skills.
- Distinctive: line 38
Start by identifying the runtime side for each responsibility:
- Distinctive: line 42
Place code in containers that match replication behavior:
- Distinctive: line 48
Prefer explicit script intent:
- Very specific: line 49
Use LocalScript or Script with RunContext = Client for client code.
- Very specific: line 50
Use Script with RunContext = Server or normal server placement for server code.
- Very specific: line 51
Use ModuleScript for reusable logic and configuration.
- Very specific: line 53
Use WaitForChild() when accessing replicated objects from the client unless the load order is guaranteed by the container being used.
- Very specific: line 54
Treat ModuleScript return values as cached per Luau environment:
- Distinctive: line 57
Keep shared modules side-agnostic unless the module is intentionally server-only or client-only.
- Distinctive: line 58
Use attributes for lightweight per-instance state and configuration that should live on the instance itself.
- Distinctive: line 59
Use bindables only for communication on the same side of the client-server boundary.
- Distinctive: line 62
Read and write object state through clear references.
- Distinctive: line 63
Use raycasts for intentional spatial queries.
- Distinctive: line 64
Use collision groups or part properties for collision behavior.
- Very specific: line 65
Use CFrame operations when orientation and relative transforms matter.
- Distinctive: line 66
Keep examples and guidance at the foundational level.
- Distinctive: line 91
No advanced remote-security design is included.
- Distinctive: line 92
No persistence, Open Cloud, OAuth, or external API automation guidance is included.
- Distinctive: line 93
No exhaustive API catalog material is included.
≈ “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-core
When to Use
Use this skill when the task is primarily about core Roblox runtime structure and everyday gameplay scripting:
- Choosing whether logic belongs on the client, server, or both.
- Deciding where
Script,LocalScript, andModuleScriptinstances should live. - Organizing code across
ServerScriptService,ServerStorage,ReplicatedStorage,ReplicatedFirst,StarterPlayer,StarterGui, andWorkspace. - Using services, module reuse, attributes, and bindables inside normal gameplay code.
- Working with common Studio scripting workflows like playtesting, Explorer layout,
WaitForChild(), and Output-driven debugging. - Implementing straightforward input, camera, raycasting, collision, and
CFramebehavior as part of ordinary experience scripting.
Do not use this skill when the task is mainly about:
- Exhaustive engine API lookup or class-by-class reference browsing.
- Cross-boundary remote design, advanced remote security, or server-authority architecture.
- Persistence, memory stores, messaging, Open Cloud, OAuth, or external automation.
Decision Rules
- Use this skill if the main question is structural: where code lives, what runs where, what replicates, or how to organize reusable Roblox logic.
- Use this skill for foundational engine patterns that appear in most experiences: services, modules, attributes, bindables, basic input, workspace access, collisions, raycasts, camera, and
CFrame. - If the task centers on
RemoteEvent,RemoteFunction, trust boundaries, request validation, or multiplayer message design, hand off toroblox-networking. - If the task is mainly "which API/member do I call" across a large Roblox surface area, hand off to
roblox-api. - If the task centers on saving, loading, quotas, versioning, cross-server state, or ephemeral shared state, hand off to
roblox-data. - If the task involves Open Cloud, web APIs, credentials, OAuth, or external tooling automation, hand off to
roblox-cloudorroblox-oauth. - If a request mixes core structure with out-of-scope systems, answer only the foundational Roblox portion and explicitly exclude the rest.
- If unsure, prefer the narrower interpretation and omit material that would overlap networking, data, cloud, or API-reference skills.
Instructions
- Start by identifying the runtime side for each responsibility:
- Server for authoritative world state, spawning, rule enforcement, and shared simulation.
- Client for player-local input, camera, moment-to-moment presentation, and local feedback.
- Shared modules only when both sides need the same code or constants.
- Place code in containers that match replication behavior:
ServerScriptServicefor server-only scripts and modules.ServerStoragefor server-only assets or modules that do not need to replicate.ReplicatedStoragefor shared modules and replicated assets.ReplicatedFirstonly for earliest client startup work.StarterPlayerScripts,StarterCharacterScripts,StarterGui, andStarterPackfor client behavior copied into each player.
- Prefer explicit script intent:
- Use
LocalScriptorScriptwithRunContext = Clientfor client code. - Use
ScriptwithRunContext = Serveror normal server placement for server code. - Use
ModuleScriptfor reusable logic and configuration.
- Use
- Retrieve services once near the top of a script with
game:GetService()and keep names aligned with service names. - Use
WaitForChild()when accessing replicated objects from the client unless the load order is guaranteed by the container being used. - Treat
ModuleScriptreturn values as cached per Luau environment:- Require once per script and reuse the returned table or function.
- Avoid circular requires.
- Keep shared modules side-agnostic unless the module is intentionally server-only or client-only.
- Use attributes for lightweight per-instance state and configuration that should live on the instance itself.
- Use bindables only for communication on the same side of the client-server boundary. Prefer module-owned bindables when they simplify a local event API.
- For input and camera code, keep implementation client-side and adapt to the player's active input mode rather than assuming desktop-only controls.
- For workspace scripting:
- Read and write object state through clear references.
- Use raycasts for intentional spatial queries.
- Use collision groups or part properties for collision behavior.
- Use
CFrameoperations when orientation and relative transforms matter.
- Keep examples and guidance at the foundational level. Do not drift into persistence, advanced networking security, or exhaustive reference lookups.
Using References
- Open
references/scripting-overview.mdfor the basic Roblox scripting workflow in Studio and the standard service-module-function-event script shape. - Open
references/client-server-runtime.mdto reason about authority, replication, edit versus runtime data models, and what each side can safely assume. - Open
references/script-locations-and-script-types.mdwhen deciding betweenScript,LocalScript,ModuleScript, run contexts, and container placement. - Open
references/services.mdfor the coregame:GetService()pattern and which container or gameplay services matter most in foundational code. - Open
references/modulescripts-and-reuse-patterns.mdfor module caching, shared code placement, configuration modules, and encapsulation patterns. - Open
references/attributes.mdfor per-instance state, replication-order cautions, and change-detection patterns. - Open
references/bindable-events.mdfor same-side script communication, async events, sync callbacks, and argument-shape cautions. - Open
references/input-overview.mdfor client-side input handling and adapting to preferred input type across devices. - Open
references/workspace-basics-camera-raycasting-collisions-and-cframes.mdfor the most common world-facing runtime patterns.
Checklist
- Each responsibility is assigned to the correct runtime side.
- Script and module placement matches replication and visibility needs.
- Shared code is in
ModuleScriptform instead of duplicated across scripts. - Client code uses
WaitForChild()where replication order is uncertain. - Services are retrieved once and reused.
- Attributes are used for lightweight instance state, not arbitrary module data.
- Bindables are only used on one side of the client-server boundary.
- Input and camera code stays client-side.
- Raycasts, collisions, and
CFrameoperations are used intentionally for spatial logic. - No advanced remote-security design is included.
- No persistence, Open Cloud, OAuth, or external API automation guidance is included.
- No exhaustive API catalog material is included.
Common Mistakes
- Putting server-only logic in
ReplicatedStorageor other replicated containers. - Expecting a plain
Scriptto run everywhere without considering location orRunContext. - Using
LocalScriptwhere a sharedModuleScriptshould hold reusable logic. - Assuming replicated objects already exist on the client and skipping
WaitForChild(). - Treating bindables as cross-network communication tools.
- Mutating a module return value without realizing the cached reference is reused within that environment.
- Using attributes for large structured data that belongs in a module or system object.
- Driving camera or input code from the server.
- Using
Touchedfor non-physical overlap logic that should be a raycast or explicit spatial query. - Moving parts with raw position logic when relative transforms or facing direction require
CFrame.
Examples
Choose placement by responsibility
-- ServerScriptService/SpawnController
-- Spawns and manages shared world state on the server.-- StarterPlayer/StarterPlayerScripts/InputController
-- Reads player input and drives local presentation on the client.-- ReplicatedStorage/Shared/Constants
-- Shared module used by both sides.
local Constants = {
MaxHealth = 100,
RoundLength = 120,
}
return ConstantsUse the standard script shape
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RoundConfig = require(ReplicatedStorage:WaitForChild("RoundConfig"))
local function onPlayerAdded(player)
print(player.Name, "joined; round length:", RoundConfig.RoundLength)
end
Players.PlayerAdded:Connect(onPlayerAdded)Keep client-only camera code local
local Workspace = game:GetService("Workspace")
local camera = Workspace.CurrentCamera
camera.CameraType = Enum.CameraType.Scriptable
camera.CFrame = CFrame.lookAt(Vector3.new(0, 10, 20), Vector3.new(0, 5, 0))
camera.Focus = CFrame.new(0, 5, 0)Use attributes and bindables for local structure
local part = script.Parent
part:SetAttribute("Active", true)
local changed = Instance.new("BindableEvent")
changed.Event:Connect(function(state)
print("State changed:", state)
end)
changed:Fire(part:GetAttribute("Active"))Does it work?
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