Roblox Ui logo

Roblox Ui

OrganizationPopular
gamedev-skills
roblox-ui

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.

Overview

Publishergamedev-skills
Repositoryawesome-gamedev-agent-skills
Skill nameroblox-ui
Stars
1.3K
Forks
107
Bundled files
5
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 5 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by gamedev-skills on GitHub. Read the source before you install it.

Installation

Install the Roblox Ui AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/roblox-ui
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git /tmp/awesome-gamedev-agent-skills
mkdir -p .claude/skills
cp -r /tmp/awesome-gamedev-agent-skills/skills/other-engines/roblox-ui .claude/skills/roblox-ui
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Roblox Ui in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Roblox Ui on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Roblox Ui is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

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.

Related skills

  • 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

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Roblox Ui AI skill do?

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.

Why use Roblox Ui on TypingMind?

Because you install it once and use it with any model. Roblox Ui is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Roblox Ui in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/roblox-ui. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Roblox Ui?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Roblox Ui?

As many as you like. As long as a model supports skills, you can use Roblox Ui with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Roblox Ui AI skill free?

Yes. It is published on GitHub by gamedev-skills under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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