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roblox-ui Checked

Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, …
🎨 Design & Creative skills By gamedev-skills Version v1.0.0 Added 2026-10-21 Updated 2026-10-21 Source ↗
7.7Overall rating
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2.0kStars

Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "roblox-ui" skill by following the instructions at https://skill123.me/install/roblox-ui.
⌨️ Command line install

Run in your terminal — downloads and installs to ~/.claude/skills/.

curl -fsSL https://skill123.me/install/roblox-ui.sh | bash
📦 Download ZIP

Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.

⬇ Download v1.0.0 · 14 KB
📊 Static rating
7.7/10
Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0

Six-dimension rubric with reviewer rationale.

View scorecard ↓
🛡 Dynamic test
—

Not live-tested yet — this skill is rated on static analysis only.

About this skill

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.

Documentation

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 cle

View full documentation

an 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


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


-- 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


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


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 f

Score breakdown

Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0