Parts and models
--!strict
local function makePart(size: Vector3, cframe: CFrame, props: { [string]: any }?): Part
local part = Instance.new("Part")
part.Anchored = true
part.Size = size
part.CFrame = cframe
part.TopSurface = Enum.SurfaceType.Smooth
part.BottomSurface = Enum.SurfaceType.Smooth
for key, value in props or {} do
(part :: any)[key] = value
end
return part -- caller sets Parent last
end
local floor = makePart(Vector3.new(64, 1, 64), CFrame.new(0, 0, 0), { Material = Enum.Material.Slate, Color = Color3.fromRGB(90, 90, 100), }) local model = Instance.new("Model") model.Name = "Arena" floor.Parent = model model.WorldPivot = floor.CFrame model.Parent = workspace model:PivotTo(CFrame.new(0, 10, 0) * CFrame.Angles(0, math.rad(45), 0))
- Set properties first, **parent last** (one replication/physics insert). Anchor static geometry.
- Move/rotate models with `PivotTo`/`GetPivot`; `Model.WorldPivot` / `PrimaryPart` define the pivot.
- Group logically related parts in Models (streaming, LOD, `ModelStreamingMode`), not giant containers.
- Decorative parts: `CanCollide/CanTouch/CanQuery = false`, `CastShadow = false` for tiny details.
- Materials: `Enum.Material.*`; custom looks via `MaterialVariant` in `MaterialService` (set
`part.MaterialVariant = "Name"`) or `SurfaceAppearance` on MeshParts (PBR). `Decal.Texture` is
superseded by `ColorMapContent`.
- Many identical meshes are cheap (instanced); many unique meshes/unions are not.
## Lighting
| Property | Guidance |
| --- | --- |
| `Lighting.LightingStyle` | `Realistic` (naturalistic) or `Soft` (stylized). Replaces the superseded `Lighting.Technology`. |
| `Lighting.PrioritizeLightingQuality` | Prefer quality (e.g. shadow maps with Soft) vs performance on lower-end devices. |
| `ClockTime` / `GeographicLatitude` | Sun position; animate `ClockTime` for day/night. |
| `Brightness`, `ExposureCompensation`, `Ambient`/`OutdoorAmbient` | Overall exposure and fill light. |
| `EnvironmentDiffuseScale`/`EnvironmentSpecularScale` | Skybox contribution to lighting and reflections. |
| Children | `Atmosphere` (haze/density, replaces fog), `Sky`, `Clouds` (in Terrain), `BloomEffect`, `ColorCorrectionEffect`, `ColorGradingEffect`, `DepthOfFieldEffect`, `SunRaysEffect`, `BlurEffect`. |
```luau
--!strict
-- Server: smooth day/night cycle (one full day every 20 minutes).
local Lighting = game:GetService("Lighting")
local RunService = game:GetService("RunService")
local DAY_LENGTH_SECONDS = 20 * 60
RunService.Heartbeat:Connect(function(deltaTime)
Lighting.ClockTime = (Lighting.ClockTime + deltaTime * 24 / DAY_LENGTH_SECONDS) % 24
end)
For per-frame visual changes, prefer computing ClockTime on each client from
workspace:GetServerTimeNow() (no replication traffic, perfectly smooth). Local lights: PointLight,
SpotLight, SurfaceLight — few with Shadows = true.
Terrain
--!strict
local terrain = workspace.Terrain
terrain:FillBlock(CFrame.new(0, -10, 0), Vector3.new(512, 20, 512), Enum.Material.Grass)
terrain:FillBall(Vector3.new(0, 0, 0), 24, Enum.Material.Air) -- carve a crater
terrain:FillBlock(CFrame.new(40, -2, 0), Vector3.new(30, 4, 30), Enum.Material.Water)
terrain:FillCylinder(CFrame.new(-40, 5, 0), 20, 8, Enum.Material.Rock)
- Bulk generation: build a
Region3(aligned with:ExpandToGrid(4)) and useReadVoxels/WriteVoxelswith materials/occupancy arrays (4-stud voxels), in chunks, yielding between chunks. terrain:Clear(); water look viaTerrain.WaterColor,WaterWaveSize, etc.- Procedural heightmaps: sample
math.noise(x * scale, z * scale, seed)with octaves; use aRandom.new(seed)for deterministic worlds; generate on the server or use Parallel Luau for heavy math.
In-game solid modeling and destruction (GeometryService)
--!strict
local GeometryService = game:GetService("GeometryService")
-- Punch a hole through a wall (e.g. explosions, building games).
local function carve(wall: BasePart, cutter: BasePart): { Instance }?
local ok, results = pcall(function()
return GeometryService:SubtractAsync(wall, { cutter }, {
CollisionFidelity = Enum.CollisionFidelity.Default,
RenderFidelity = Enum.RenderFidelity.Automatic,
SplitApart = true, -- disconnected pieces become separate parts
})
end)
if not ok or not results then
return nil
end
for _, piece in results do
if piece:IsA("BasePart") then
piece.Anchored = wall.Anchored
piece.Parent = wall.Parent
end
end
wall:Destroy()
return results
end
return carve
UnionAsync,IntersectAsync,SubtractAsyncreturn new unparented parts;FragmentAsync(part, sites)shatters a part (Voronoi) using points fromGenerateFragmentSites;SweepPartAsyncextrudes a part along CFrames;CalculateConstraintsToPreservekeeps welds/constraints when replacing parts.- Operations are expensive: run on the server, rate-limit, and pool/clean up fragments.
ProceduralModel (parameter-driven models)
ProceduralModel instances regenerate their contents from a generator ModuleScript exposing
Attributes (parameters) and OnGenerate(params, targetContainer); works at edit time (undo/redo,
Team Create) and runtime. Generate from Studio, Assistant, or the Studio MCP (generate_procedural_model).
Creator Store procedural models are sandboxed automatically.
Runtime meshes and images
AssetService:CreateEditableMesh() / CreateEditableMeshAsync(content) and CreateEditableImage enable
runtime geometry and pixel editing (deformable terrain chunks, painting, custom avatars). Published games
require the owner to be ID + 13+ verified and Enable Mesh / Image APIs in Creator Dashboard; strict
client memory budgets apply; only assets owned by/shared with the game owner can be loaded. Display via
AssetService:CreateMeshPartAsync(Content.fromObject(editableMesh)).
Effects
ParticleEmitter(use:Emit(n)for bursts),Beam(between attachments; lasers, ropes),Trail(swords, projectiles),Highlight(outline/fill; limited count),Explosion(sets off physics — setDestroyJointRadiusPercent = 0andBlastPressure = 0for visual-only).- Spawn cosmetic effects on clients; destroy or pool them (
Debris:AddItem(obj, seconds)is fine).
Related skills
roblox-performance (rendering cost, streaming), roblox-architecture (streaming settings),
roblox-studio-mcp (build in Studio through MCP), roblox-physics (constraints, destruction physics).