Content
<div align="center">
# Tripwire
**made by alibolly**
[](https://www.npmjs.com/package/tripwire-roblox)
[](https://github.com/aliboIly/Tripwire/actions/workflows/ci.yml)
An MCP server that gives an AI coding agent real control of Roblox Studio and Roblox Open Cloud,
with a test-and-security layer no other Studio MCP has.
</div>
Tripwire lets an assistant read, write, and edit the data model, drive playtests with simulated
input, run tests-as-code headlessly in the real engine, flag client-trust exploits in game code,
and call the Open Cloud APIs (DataStores, MessagingService, Memory Stores, and more). The Studio
tools need no API key; the headless test, asset, and Open Cloud tools use an Open Cloud key.
---
## Install
Tripwire's server is a single binary. The easiest way to run it is with `npx`, which fetches the
prebuilt binary for your platform, so there is no Rust toolchain to install. Prefer a manual binary
or a source build? See the Alternatives at the end of this section.
<details>
<summary><b>Claude Code</b></summary>
One command:
```bash
claude mcp add --transport stdio tripwire -- npx -y tripwire-roblox
```
Or add it to a project `.mcp.json` (or `~/.claude.json`):
```json
{
"mcpServers": {
"tripwire": {
"type": "stdio",
"command": "npx",
"args": ["-y", "tripwire-roblox"]
}
}
}
```
</details>
<details>
<summary><b>Codex</b></summary>
Add to `~/.codex/config.toml`:
```toml
[mcp_servers.tripwire]
command = "npx"
args = ["-y", "tripwire-roblox"]
```
Or: `codex mcp add tripwire -- npx -y tripwire-roblox`
</details>
<details>
<summary><b>Gemini</b></summary>
Add to `~/.gemini/settings.json` (or a project `.gemini/settings.json`):
```json
{
"mcpServers": {
"tripwire": {
"command": "npx",
"args": ["-y", "tripwire-roblox"]
}
}
}
```
Or: `gemini mcp add tripwire npx -y tripwire-roblox`
</details>
<details>
<summary><b>Other MCP clients</b></summary>
Any client that speaks MCP over stdio can run it:
```
command: npx
args: ["-y", "tripwire-roblox"]
```
</details>
<details>
<summary><b>Alternatives: prebuilt binary, or build from source</b></summary>
**Prebuilt binary (no Node).** Download the archive for your platform from the
[Releases](https://github.com/aliboIly/Tripwire/releases) page (for example
`tripwire-server-vX.Y.Z-aarch64-apple-darwin.tar.gz`), extract it, and point your client's
`command` at the extracted `tripwire-server` with empty `args`.
**Build from source** (needs [Rust](https://rustup.rs)):
```bash
git clone https://github.com/aliboIly/Tripwire.git
cd Tripwire/server
cargo build --release # produces server/target/release/tripwire-server
```
Then point your client's `command` at that binary path.
</details>
<details>
<summary><b>Studio plugin (required for the Studio tools)</b></summary>
The Studio tools reach Studio through a small plugin that long-polls the local server. Grab
`Tripwire.rbxmx` from the [Releases](https://github.com/aliboIly/Tripwire/releases) page, or build it:
```bash
cd Tripwire/plugin
npm install
npx rbxtsc
rojo build --output Tripwire.rbxmx
cp Tripwire.rbxmx ~/Documents/Roblox/Plugins/ # macOS; Windows: %LOCALAPPDATA%\Roblox\Plugins
```
Restart Studio, click the **Tripwire** toolbar button, and enable **Game Settings > Security >
Allow HTTP Requests**. The Output shows `[Tripwire v...] connected`.
</details>
<details>
<summary><b>Open Cloud key (for headless tests, assets, and Open Cloud tools)</b></summary>
The Studio tools need no key. The Open Cloud tools do. See [Open Cloud setup](#open-cloud-setup)
below for the full walkthrough.
</details>
---
## Open Cloud setup
Most of Tripwire needs no credentials. These tools do, because they call Roblox Open Cloud:
`run_luau`, the headless tests (`run_tests`, `run_test_file`, `list_tests`), `upload_asset`,
`publish_place`, and the DataStore, Ordered DataStore, MessagingService, Memory Store, platform,
and engagement tools. They authenticate with a Roblox Open Cloud API key.
> **Use at your own risk.** An Open Cloud key is a real credential with real power over your
> experience. Depending on the scopes you grant it, it can read and overwrite your live DataStores,
> publish new versions of your place, upload assets to your account, and message your servers. Treat
> it like a password: grant only the scopes you actually use, restrict it to your own IP, never
> commit it, and revoke it if it leaks. You are responsible for what you do with it. Tripwire is not
> affiliated with or endorsed by Roblox.
### 1. Create the key
1. Go to [create.roblox.com/dashboard/credentials](https://create.roblox.com/dashboard/credentials) and sign in.
2. Click **Create API Key** and name it (for example `Tripwire`).
3. Under **Access Permissions**, add only the API systems for the tools you want, and grant each the operation it needs, scoped to your experience:
- **Luau Execution** (write): `run_luau` and the headless tests.
- **universe-places** (write): `publish_place`.
- **Assets** (read + write): `upload_asset`.
- **DataStores** and **Ordered DataStores**: the data-store tools.
- **Messaging Service** (publish) and **Memory Stores**: those tools.
- **User/Group/Inventory/Subscription/Notification**: the platform and engagement tools.
4. Under **Security**, set **Accepted IP Addresses** to your machine's IP, or `0.0.0.0/0` to allow any (simplest for local use). Set an expiration if you want.
5. Click **Save & Generate Key** and copy the key string. It is shown only once.
### 2. Find your universe and place IDs
In the Studio command bar (View, then Command Bar), run:
```lua
print("universe", game.GameId, "place", game.PlaceId)
```
`GameId` is your `ROBLOX_UNIVERSE_ID`; `PlaceId` is your `ROBLOX_PLACE_ID`. The place must be
**published** to Roblox for Open Cloud to act on it.
### 3. Give Tripwire the credentials
Create a `.env` at the repo root. It is gitignored and the server loads it automatically:
```bash
ROBLOX_OPEN_CLOUD_KEY=paste_the_key_here
ROBLOX_UNIVERSE_ID=000000
ROBLOX_PLACE_ID=000000
ROBLOX_CREATOR_USER_ID=000000 # only for upload_asset (your user id)
```
Or put the same variables in your MCP client's `env` block instead (those take precedence).
Reconnect the MCP server after changing either. Each tool works when the key grants its scope and
returns Roblox's own error if a scope is missing, so you can add scopes as you go.
---
## Tools
### Connection
<details><summary><code>studio_status</code></summary>Whether a Studio is connected, the active place, and any other connected studios.</details>
<details><summary><code>ping_studio</code></summary>Round-trip a ping through the plugin to confirm the live bridge works.</details>
<details><summary><code>list_studios</code></summary>List every connected (or recently seen) Studio: place, whether it is active, last-seen, and playtest state.</details>
<details><summary><code>set_active_studio</code></summary>Choose which connected Studio the tools target (by id, id prefix, or place name). Automatic with one Studio.</details>
### Read and inspect
<details><summary><code>get_file_tree</code></summary>List the instance tree from a path (default the whole game), bounded by depth.</details>
<details><summary><code>get_instance_children</code></summary>List the direct children (name and class) of an instance.</details>
<details><summary><code>get_instance_properties</code></summary>Read an instance's name, class, full path, and attributes.</details>
<details><summary><code>search_objects</code></summary>Find instances whose name contains a query, optionally filtered by class.</details>
<details><summary><code>search_by_property</code></summary>Find instances whose property equals a value, optionally filtered by class.</details>
<details><summary><code>get_script_source</code></summary>Read the source of a Script, LocalScript, or ModuleScript.</details>
<details><summary><code>grep_scripts</code></summary>Search script sources for a substring; returns path, line number, and line.</details>
<details><summary><code>get_output_log</code></summary>Recent Studio Output entries (message, type, timestamp).</details>
<details><summary><code>get_selection</code></summary>The instances currently selected in Studio.</details>
### Edit (each is one undo step)
<details><summary><code>create_instance</code></summary>Create an instance of a class with an optional name and initial properties.</details>
<details><summary><code>delete_instance</code></summary>Destroy an instance and its descendants.</details>
<details><summary><code>set_property</code></summary>Set one typed property (primitive, Vector3, Color3, UDim2, CFrame, EnumItem, or an instance reference).</details>
<details><summary><code>update_script_source</code></summary>Replace a script's source through the script editor (the supported write path).</details>
<details><summary><code>insert_model</code></summary>Insert an asset by id, with optional reposition or unpack.</details>
<details><summary><code>mass_create</code></summary>Create many instances in one undo step (atomic, or best-effort with per-item results).</details>
<details><summary><code>mass_set_property</code></summary>Set one property on many instances in one undo step (atomic or best-effort).</details>
### Playtest and input
<details><summary><code>start_playtest</code></summary>Start an F5 playtest (server and client DataModels with a player); injects the in-play runner.</details>
<details><summary><code>stop_playtest</code></summary>Stop the F5 playtest (best-effort; F5 teardown can outlast the confirmation).</details>
<details><summary><code>start_simulation</code></summary>Start an F8 run (server-only simulation, no client or player).</details>
<details><summary><code>stop_simulation</code></summary>Stop the F8 run (clean).</details>
<details><summary><code>simulate_mouse_input</code></summary>Click or move the mouse at screen coordinates during an F5 playtest.</details>
<details><summary><code>simulate_keyboard_input</code></summary>Press a key (tap/press/release) or type text during an F5 playtest.</details>
<details><summary><code>character_navigation</code></summary>Walk the local character toward a world position; reports whether it reached the goal.</details>
<details><summary><code>get_playtest_output</code></summary>The running playtest's output log, aggregated across the server and client peers.</details>
### Tests and headless execution (Open Cloud)
<details><summary><code>run_luau</code></summary>Run a Luau script headlessly in the published place; returns the results and logs.</details>
<details><summary><code>run_tests</code></summary>Run the headless test suite in the published place and report passed/failed with messages.</details>
<details><summary><code>run_test_file</code></summary>Run a single spec by name, headlessly.</details>
<details><summary><code>list_tests</code></summary>List the spec files and their cases discovered in the published place.</details>
<details><summary><code>write_test</code></summary>Write a roblox-ts test spec to disk; rebuild and publish, then run_tests picks it up.</details>
### Security review (static analysis, no key)
<details><summary><code>review_security</code></summary>Review the game source for client-trust and unvalidated-remote issues, each with a suggested server-side fix.</details>
<details><summary><code>scan_remotes</code></summary>List server remote handlers and the client-controlled parameters of each.</details>
<details><summary><code>scan_client_trust</code></summary>Flag server handlers that use client-supplied values without validating them.</details>
### Assets and publishing (Open Cloud)
<details><summary><code>upload_asset</code></summary>Upload a local file as a Roblox asset (Decal, Audio, Model, Animation, or Video); returns the assetId.</details>
<details><summary><code>publish_place</code></summary>Publish a local place file (.rbxl/.rbxlx) as a new version of the experience.</details>
### DataStores (Open Cloud)
<details><summary><code>list_datastores</code></summary>List the standard data stores in the universe.</details>
<details><summary><code>list_datastore_entries</code></summary>List entry keys in a data store.</details>
<details><summary><code>get_datastore_entry</code></summary>Read an entry's value and metadata.</details>
<details><summary><code>set_datastore_entry</code></summary>Create or overwrite an entry (value plus optional users/attributes).</details>
<details><summary><code>delete_datastore_entry</code></summary>Soft-delete an entry (purged after 30 days).</details>
<details><summary><code>increment_datastore_entry</code></summary>Atomically add an integer to a numeric entry.</details>
<details><summary><code>list_ordered_entries</code></summary>List ordered data store entries by value, ascending or descending.</details>
<details><summary><code>get_ordered_entry</code></summary>Read one ordered data store entry.</details>
<details><summary><code>set_ordered_entry</code></summary>Set (upsert) an ordered data store entry to a non-negative integer.</details>
<details><summary><code>increment_ordered_entry</code></summary>Atomically add to an ordered data store entry.</details>
### Messaging and memory (Open Cloud)
<details><summary><code>publish_message</code></summary>Publish a message to a MessagingService topic (reaches running production servers).</details>
<details><summary><code>memory_sorted_map_set</code></summary>Set (upsert) a Memory Store sorted-map item, with TTL and sort keys.</details>
<details><summary><code>memory_sorted_map_get</code></summary>Read a Memory Store sorted-map item.</details>
<details><summary><code>memory_sorted_map_list</code></summary>List sorted-map items in sort order.</details>
<details><summary><code>memory_sorted_map_delete</code></summary>Delete a sorted-map item.</details>
<details><summary><code>memory_queue_add</code></summary>Add an item to a Memory Store queue, with priority and TTL.</details>
<details><summary><code>memory_queue_read</code></summary>Read items from a queue; returns a readId for the discard call.</details>
<details><summary><code>memory_queue_discard</code></summary>Permanently remove a read batch by its readId.</details>
### Platform and engagement (Open Cloud)
<details><summary><code>get_universe</code></summary>The configured universe's metadata.</details>
<details><summary><code>get_place</code></summary>The configured place's metadata.</details>
<details><summary><code>get_user</code></summary>A user's public profile.</details>
<details><summary><code>get_group</code></summary>A group's metadata.</details>
<details><summary><code>list_inventory</code></summary>A user's inventory items, filterable by type or id.</details>
<details><summary><code>send_notification</code></summary>Send an experience notification to a user (from a Creator Dashboard template).</details>
<details><summary><code>get_subscription</code></summary>Read a user's subscription to a subscription product.</details>
---
## What you can do
- **Build scenes from a prompt.** Create and mass-create instances, set typed properties, insert
models, and write scripts, each as a clean undo step.
- **Test gameplay in CI.** Write specs, run them headlessly in the real engine through Open Cloud,
and gate pull requests on the results.
- **Catch exploits before they ship.** The security reviewer flags server handlers that trust client
input and suggests the server-side fix; the same check runs automatically on every PR.
- **Drive a real playtest.** Enter Play mode, send keyboard and mouse input, walk the character to a
spot, read the combined server/client output, then stop.
- **Inspect a live place.** Read the instance tree, search by name or property, read and grep
scripts, and pull the Output log.
- **Automate Open Cloud.** Seed DataStores for test fixtures, publish a place, broadcast a
MessagingService topic, or look up users, groups, and inventory.
---
## Prior art
The Studio runtime approach (a plugin that long-polls a local server, an injected in-play runner)
follows ideas from [boshyxd/robloxstudio-mcp](https://github.com/boshyxd/robloxstudio-mcp) and
[Chrrxs/robloxstudio-mcp](https://github.com/Chrrxs/robloxstudio-mcp). Tripwire is an independent,
from-scratch implementation; the headless test harness, the CI security reviewer, and the Open Cloud
tooling are its own.
---
## License
MIT. See [LICENSE](LICENSE).
MCP Config
Below is the configuration for this MCP Server. You can copy it directly to Cursor or other MCP clients.
mcp.json
Connection Info
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