roblox-ui

roblox-ui is a skill for Claude Code, Codex from gamedev-skills/awesome-gamedev-agent-skills. It costs 101 tokens per session (2,574 once invoked), scanned A, original, Apache-2.0.

A guide for building Roblox user interfaces such as HUDs, inventories, shops, settings, and ability bars. It covers editable Roblox interface objects, responsive layouts, input, cleanup, and checks on different screen sizes.

In plain words
What is it for?
Use it to create or repair Roblox screens, menus, scrolling panels, responsive layouts, focus and input behavior, and interface animations.
Why use it?
It helps prevent fixed layouts that break on different devices, mouse-only controls, and hard-to-maintain interface objects.

Skill for Claude CodeCodex

Written for Claude Code and Codex: shipped in a Claude Code plugin, but also agents/openai.yaml present.

Part of the other-engines plugin — 10 skills shipped together , and of gamedev

Good fit Use it to create or repair Roblox screens, menus, scrolling panels, responsive layouts, focus and input behavior, and interface animations.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-ui
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-ui
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code, Codex.

Or install other-engines, the plugin that ships this one along with the rest of its 10 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for roblox-ui

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-ui/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-ui)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-ui"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-ui/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for roblox-ui

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-ui"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-ui.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 101 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,574 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00101 $0.02574
Opus 5 $0.00051 $0.01287
Sonnet 5 $0.00020 $0.00515
Haiku 4.5 $0.00010 $0.00257

Measured 2d ago against content hash 4b927aff5c48, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

roblox-ui scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/other-engines/roblox-ui/SKILL.md · 233 lines

How it starts

The opening of the file, as written. The whole thing — 233 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.

Read the full file on GitHub · 233 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 233 lines · 101 tokens per session scan A 4b927aff5c48

Subscribe to this mod's changes

roblox-ui is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 101 tokens to every session and 2,574 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-09.

Related

Other skills, from other repositories

biome-creation

A workflow for placing rocks, trees, plants, and other reusable scene objects into a Unity biome, a themed area of a game world. It also covers regenerating the biome and checking the result with screenshots.

moorestech/moorestech · 170 tokens

before-after-audit

A before-and-after screenshot workflow for checking visual changes in a Unity scene. It keeps the Scene view camera fixed, compares the two images, and sends the difference for an external review.

moorestech/moorestech · 81 tokens

use-widget-asset

Use when consuming a widget slice (panel, button, slider, progress bar, or toggle pair) from a create-asset-sheet pack in a Summer Engine scene. The pack's metadata.sliceMeta carries 9-slice margins, fill rects, and on/off pair links per slice. This skill explains how to wire those into NinePatchRect…

SummerEngine/summer-engine-agent · 99 tokens

ui-basics

Use when building Summer Engine UI: HUDs, main menus, pause menus, health bars, progress bars, dialogue boxes, or any Control-node tree. Covers anchors, containers (VBox/HBox/Margin), responsive layout, and theme versus inline styling. Trigger on "UI", "HUD", "menu", "health bar", "Control", "anchors"…

SummerEngine/summer-engine-agent · 88 tokens

game-ui-workflow

Orchestrates an end-to-end game UI workflow from game design (GDD), PRD, and UI interaction logic through design specification, screen-system extension, page image generation, component breakdown, sprite-sheet splitting, PNG ZIP packaging, atlas packing, engine JSON handoff, asset registration, and validation. Use…

guiguiyan930-source/game-ui-design-workflow · 94 tokens

game-ui-component-breakdown

Breaks an approved game UI page or visual style into reusable, individually generated component assets with clean edges, transparent backgrounds where appropriate, stable naming, states, dimensions, prompts, and traceable manifest records. Use for UI slicing, transparent buttons, icons, cards, modals, navigation…

guiguiyan930-source/game-ui-design-workflow · 79 tokens