Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…

Apache-2.0Auto-check passedFrontend & Design

Install Roblox UI

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-ui -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-ui --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/other-engines/roblox-ui .claude/skills/roblox-ui && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
roblox-ui
GitHub stars
1.4k
Token cost
~2.9k tokens
SKILL.md length
937 words
Files
6 (incl. references, assets)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…

  • Works in 8 steps: Inspect before designing. In Explorer,… → Define ownership and lifecycle.… → Author a readable hierarchy. Prefer… → …
  • ScrollingFrames
  • SKILL.md covers When to use, Workflow, Production structure and Patterns, plus 5 more sections
  • Reaches create.roblox.com

What it does

Roblox UI is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.

Its SKILL.md is about 2.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including reference files and assets (for example `agents/openai.yaml`, `assets/inventory-quality-test.model.json` and `assets/inventory-quality-test.project.json`).

It sits in Frontend & Design, covering Responsive design. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • ScrollingFrames
  • Resets on respawn
  • Was generated as one giant LocalScript

Example prompts

  • “/roblox-ui”

Workflow steps

8 steps, taken from the first numbered list in SKILL.md.

  1. Inspect before designing. In Explorer, inventory existing ScreenGuis, UI modules,
  2. Define ownership and lifecycle. StarterGui is the authored template; Roblox clones it
  3. Author a readable hierarchy. Prefer meaningful editable Instances and small behavior
  4. Build responsive structure. Combine UDim2 scale for placement with bounded offsets,
  5. Handle platform obstructions. Keep interactive UI in CoreUISafeInsets (the recommended
  6. Wire state and input. Render from a small view state; update on events. Use Activated for
  7. Polish with restraint. Implement hover, pressed, selected, and disabled states. Animate
  8. Verify the real interface. Use Device Emulator and Controller Emulator. Test desktop,

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are lua).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • create.roblox.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Roblox UI loads about 2.9k tokens when it runs, and up to ~5.7k if it reads all its reference files. Until then it costs about 118 tokens; SKILL.md has 937 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~118
When it runs · the whole SKILL.md, loaded when a task matches
~2.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 937 words, ~2,905 tokens.

Download SKILL.mdSave it as .claude/skills/roblox-ui/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
roblox-ui
description
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.

Roblox UI

Implement deliberate, editable Roblox UI that preserves the experience's visual language and works across supported devices. Targets Roblox's rolling platform APIs. Pair with game-ui-ux for engine-neutral information architecture and UX; this skill owns Roblox Instances and APIs.

When to use

  • Use for authored ScreenGui interfaces, Roblox layout/constraint APIs, UI lifecycle, input, focus, animation, performance, or responsive/device fixes.
  • Use to replace brittle pixel layouts, runtime-created Instance tangles, mouse-only menus, or generic generated styling with a maintainable hierarchy.

When not to use: general UX flow and accessibility principles belong to game-ui-ux; raw gameplay action mapping belongs to input-systems; server trust belongs to roblox-networking.

Workflow

  1. Inspect before designing. In Explorer, inventory existing ScreenGuis, UI modules, fonts, colors, icon family, spacing, corners, strokes, animation timing, naming, and reusable components. Capture representative screenshots at two viewports. Extend that language.
  2. Define ownership and lifecycle. StarterGui is the authored template; Roblox clones it into each player's PlayerGui. Decide whether each ScreenGui should persist across respawn with ResetOnSpawn = false; never keep stale references to a destroyed clone.
  3. Author a readable hierarchy. Prefer meaningful editable Instances and small behavior modules. A normal screen should be understandable in Explorer; procedural generation is for genuinely data-driven repetition, not the whole shell.
  4. Build responsive structure. Combine UDim2 scale for placement with bounded offsets, correct AnchorPoints, layouts, padding, content sizing, and constraints. Choose explicit narrow/wide arrangements instead of shrinking a desktop panel until it technically fits.
  5. Handle platform obstructions. Keep interactive UI in CoreUISafeInsets (the recommended ScreenGui.ScreenInsets default), and account for touch controls and TV distance/overscan.
  6. Wire state and input. Render from a small view state; update on events. Use Activated for GuiButtons, explicit selected states, and reachable gamepad navigation. Bind non-widget actions with ContextActionService only while the screen owns them.
  7. Polish with restraint. Implement hover, pressed, selected, and disabled states. Animate state changes, not decoration; honor GuiService.ReducedMotionEnabled and clean up tweens and connections when the screen closes or is replaced.
  8. Verify the real interface. Use Device Emulator and Controller Emulator. Test desktop, narrow portrait, mobile landscape, tablet-like, and console/gamepad; then respawn. Record clipping, overlap, text, scroll, safe-area, focus path, touch target, and lifecycle results.

Production structure

text
StarterGui
└── InventoryGui (ScreenGui; ResetOnSpawn = false)
    ├── Root (Frame)
    │   ├── Header
    │   ├── Content
    │   │   ├── CategoryList
    │   │   ├── ItemGrid (ScrollingFrame)
    │   │   └── DetailsPanel
    │   └── Footer
    └── InventoryController (LocalScript)
ReplicatedStorage
└── UI
    ├── Components
    └── Theme

Names describe roles, not colors or temporary positions. Keep repeated item cells as templates or components, but keep the authored shell visible in Explorer.

Patterns

Layout that survives content and viewport changes
lua
-- Authored properties on ItemGrid (ScrollingFrame):
--   AutomaticCanvasSize = Enum.AutomaticSize.Y
--   CanvasSize = UDim2.fromOffset(0, 0)
-- Children: UIPadding + UIGridLayout
local grid = itemGrid.UIGridLayout
local projectBreakpoint = 700 -- derive from where this composition stops being usable

local function applyComposition()
    local narrow = root.AbsoluteSize.X < projectBreakpoint
    categoryList.UIListLayout.FillDirection = if narrow
        then Enum.FillDirection.Horizontal
        else Enum.FillDirection.Vertical
    categoryList.Size = if narrow
        then UDim2.new(1, 0, 0, 40)
        else UDim2.new(0, 148, 1, 0)
    itemGrid.Position = if narrow then UDim2.fromOffset(0, 52) else UDim2.fromOffset(164, 0)
    itemGrid.Size = if narrow
        then UDim2.new(1, 0, 1, -52)
        else UDim2.new(0.58, -164, 1, 0)
    detailsPanel.Visible = not narrow -- open details as a separate narrow-screen state

    local width = itemGrid.AbsoluteSize.X
    local columns = if width < 520 then 2 elseif width < 820 then 3 else 4
    local gap = 12
    local usable = width - itemGrid.UIPadding.PaddingLeft.Offset
        - itemGrid.UIPadding.PaddingRight.Offset - gap * (columns - 1)
    grid.CellSize = UDim2.fromOffset(math.floor(usable / columns), 112)
    grid.CellPadding = UDim2.fromOffset(gap, gap)
end

root:GetPropertyChangedSignal("AbsoluteSize"):Connect(applyComposition)
applyComposition()

Use UIListLayout for one-dimensional flow, UIGridLayout for uniform cells, and UITableLayout only when row/column alignment is truly tabular. AutomaticSize fits content; AutomaticCanvasSize fits scroll content. Bound extremes with UISizeConstraint, UIAspectRatioConstraint, or UITextSizeConstraint rather than one global UIScale guess.

One activation path and explicit gamepad entry
lua
local GuiService = game:GetService("GuiService")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")

local function openInventory()
    root.Visible = true
    task.spawn(function()
        RunService.RenderStepped:Wait() -- selection must be rendered and selectable
        if root.Visible and (UserInputService.GamepadEnabled
            or (UserInputService.KeyboardEnabled and not UserInputService.TouchEnabled)) then
            GuiService.SelectedObject = firstItemButton
        end
    end)
end

local function closeInventory()
    GuiService.SelectedObject = nil
    root.Visible = false
end

firstItemButton.Activated:Connect(function()
    selectItem(firstItemButton:GetAttribute("ItemId"))
end)

Prefer Activated over separate mouse/touch handlers. Set NextSelectionUp/Down/Left/Right when automatic navigation is ambiguous, especially around grids, sidebars, and modals. A modal must trap focus inside itself and restore a sensible selection when it closes.

For cross-device action binding, the Input Action System (InputContext/InputAction/ InputBinding) is the modern edit-time layer; see references/input-navigation.md.

Inspect Roblox's default selection adornment in context. If it overwhelms the interface, assign a project-owned SelectionImageObject or selected-state treatment; keep it visible, valid, and restrained rather than disabling focus feedback.

State transition without animation noise
lua
local TweenService = game:GetService("TweenService")
local GuiService = game:GetService("GuiService")
local fade = TweenInfo.new(0.14, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)

local function setPanelVisible(visible: boolean)
    panel.Visible = true -- panel is a CanvasGroup
    if GuiService.ReducedMotionEnabled then
        panel.GroupTransparency = if visible then 0 else 1
    else
        TweenService:Create(panel, fade, {
            GroupTransparency = if visible then 0 else 1,
        }):Play()
    end
    if not visible then
        task.delay(fade.Time, function()
            if panel.GroupTransparency == 1 then panel.Visible = false end
        end)
    end
end

Animate a panel or state boundary once. Do not independently bounce every descendant.

Show full SKILL.md (397 more words)Show less

Visual quality gates

  • Establish hierarchy through size, weight, contrast, grouping, and whitespace before adding decoration. Use a small spacing scale and align to it.
  • Preserve the game's fonts, palette, icons, radii, and strokes. If none exist, define a compact token module; do not improvise per component.
  • Use corners where the material/form calls for them, not on every nested Frame. Avoid nested card-on-card shells, universal pills, arbitrary gradients/glows/shadows, neon outlines, excessive transparency/blur, oversized headings, meaningless icons, and huge empty panels.
  • Buttons with different importance should not look identical. Define primary, secondary, quiet, destructive, selected, pressed, hover, and disabled treatment only as needed.
  • Motion communicates open/close, focus, confirmation, or spatial relationship. Keep it short, interruptible, and subtle; avoid perpetual motion and decorative tween chains.
  • On touch devices, reserve the default movement/jump corners. Move or recompose bottom actions that overlap them, and hide keyboard/gamepad hints when those inputs are not active.

Common failures

SymptomLikely causeRemedy
UI disappears or duplicates after respawnwrong ResetOnSpawn policy or stale clonechoose policy; reacquire from PlayerGui; clean old bindings
Phone layout clipsdesktop offsets/global scale used as layoutadd narrow composition, layouts, bounds, and Device Emulator checks
Content hidden under topbar/notchinsets ignored or ScreenInsets = Noneuse CoreUISafeInsets for interactive UI; inspect intentional bleed
Scroll ends earlyfixed CanvasSizeuse AutomaticCanvasSize or layout AbsoluteContentSize
Controller gets stuckno entry selection or bad neighbor graphset initial SelectedObject; define and test focus edges/modal trap
UI looks generateddecoration substituted for hierarchyremove effects; align, reduce nesting, fix density and component roles
Explorer contains only one scriptentire authored interface is proceduralauthor the shell as named Instances; generate repeated content only
Increasing connection/tween countscreen rebinds without cleanupown connections per screen lifecycle; disconnect/cancel on teardown

Resources

  • Read references/responsive-layout.md for layout decisions, inset policy, density, and the required viewport matrix.
  • Read references/input-navigation.md when implementing gamepad/touch focus, modal behavior, action binding, or motion preferences.
  • Build assets/inventory-quality-test.project.json with Rojo (it maps the adjacent JSON model) for an editable Instance fixture used in visual/layout review; it is a test baseline, not a style template for a shipping game.
  • game-ui-ux — information hierarchy, screen flow, accessibility, and UX validation.
  • input-systems — gameplay action mapping and device switching.
  • roblox-networking — server-authoritative requests initiated by UI.
  • roblox-studio-workflow — Explorer-first editing and Studio verification.

Primary references

  • Roblox Creator Hub: https://create.roblox.com/docs/ui/on-screen-containers
  • Roblox Creator Hub: https://create.roblox.com/docs/ui/position-and-size
  • Roblox Creator Hub: https://create.roblox.com/docs/ui/size-modifiers
  • Roblox Creator Hub: https://create.roblox.com/docs/studio/testing-modes

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references, assets) in skills/other-engines/roblox-ui of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • agents/openai.yaml
  • assets/inventory-quality-test.model.json
  • assets/inventory-quality-test.project.json
  • references/input-navigation.md
  • references/responsive-layout.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

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UI StylingOhh-889/skyroc79513 repos~2.5kAutomated safety check: PassMIT
Material 3hamen/material-3-skill1.5k2 repos~7.8kAutomated safety check: PassMIT
Trip Map Builderhiyeshu/trip-map-builder244—~1.7kAutomated safety check: PassNone
Antislop Layoutmobilemiqdadbadjuber/anti-slop5.7k—~4.1kAutomated safety check: PassMIT

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Questions about Roblox UI

What does Roblox UI do?

Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…. Roblox UI is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification.

When should I use Roblox UI?

Roblox UI fits situations like: scrollingFrames; resets on respawn; was generated as one giant LocalScript.

How do I install Roblox UI in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-ui -a claude-code`. Or copy the skill folder (skills/other-engines/roblox-ui in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/roblox-ui in your project. Claude Code loads it when a task matches its description.

How do I install Roblox UI in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-ui -a codex`. Or copy the skill folder (skills/other-engines/roblox-ui in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/roblox-ui in your project. Codex loads it when a task matches its description.

Can I use Roblox UI in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-ui -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/roblox-ui, .gemini/skills/roblox-ui, .github/skills/roblox-ui and .opencode/skills/roblox-ui in your project.

What does Roblox UI need to run?

SKILL.md names no scripts, command-line tools or credentials: Roblox UI is instructions for the agent only.

Does Roblox UI access the network?

SKILL.md names 1 domain. In commands or code: create.roblox.com; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.

Is Roblox UI safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Roblox UI use?

Roblox UI is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Roblox UI use?

About 2.9k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.8k tokens, read only when the agent opens those files.

What are the alternatives to Roblox UI?

Skills that share tags, products or a category with Roblox UI: Frontend Design Principles (pretend1111/claude-desktop-app, 496 stars), UI Styling (Ohh-889/skyroc, 795 stars), Material 3 (hamen/material-3-skill, 1.5k stars) and Trip Map Builder (hiyeshu/trip-map-builder, 244 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Roblox UI?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.