rojo/.cursor/rules/roblox/en-us/parts/model-generation.md
2026-02-09 21:47:49 -06:00

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Model generation How text prompts and preset schemas can generate both static 3D assets and fully functional models such as vehicles that drive, planes that fly, and weapons that shoot.

Through text prompts and preset schemas, you (and players in‑experience) can generate both static 3D assets and fully functional models such as vehicles that drive, planes that fly, and weapons that shoot. This guide demonstrates how to use Class.GenerationService:GenerateModelAsync()|GenerateModelAsync() as part of a dynamic, player‑driven creative experience.

Overview

Class.GenerationService:GenerateModelAsync()|GenerateModelAsync() enables generation of multi‑mesh geometries with the following advantages:

  • The provided schema defines how the generated geometry will be broken into parts.
  • Any object generated in-experience will be replicated and visible to all players, allowing them to build together in real‑time.
  • Generated meshes are higher fidelity with better overall forms, silhouettes, more detail, and fewer artifacts. Generated textures are more coherent and detailed, with less graininess and less pronounced baked‑in lighting.
  • Generation times have lower latency, enabling quicker and more responsive creation in experiences.
  • You and even players during gametime can specify bounding boxes to suggest size and proportions of the generated model.
  • An optional max triangle count keeps generated objects performant for your experience.

Schema-based generation

To create articulated, functional objects, the generated geometry must be separated into multiple Class.MeshPart|MeshParts. For example, to create a drivable car with wheels that spin and steer, at least five Class.MeshPart|MeshParts are needed: one for the car body and four for each of the car's wheels. Class.GenerationService:GenerateModelAsync()|GenerateModelAsync() achieves this through a preset schema as shown in the following code snippet:

local GenerationService = game:GetService("GenerationService")
local Workspace = game:GetService("Workspace")

-- Set up inputs for the generated geometry
local inputs = {
	TextPrompt = "green dragon car with 4 wheels"
}
-- Set schema to the predefined five-model car chassis
local schema = {
	PredefinedSchema = "Car5"
}

-- Make the call to generate the model
local success, result, metadata = pcall(function()
	return GenerationService:GenerateModelAsync(inputs, schema)
end)
if success then
	-- Scale model to target size and position near world center
	local targetSize = 16
	local modelSize = result:GetExtentsSize()
	local scaleFactor = targetSize / math.max(modelSize.X, modelSize.Y, modelSize.Z)
	result:ScaleTo(scaleFactor)
	result:PivotTo(CFrame.new(0, result:GetExtentsSize().Y / 2, -40))

	-- Anchor all parts so that the meshes don't fall apart
	for _, descendant in result:GetDescendants() do
		if descendant:IsA("BasePart") then
			descendant.Anchored = true
		end
	end

	-- Name the model and parent it to workspace
	result.Name = "BasicDragonCarGeneration"
	result.Parent = Workspace
else
	warn(result)
end
`Class.GenerationService:GenerateModelAsync()|GenerateModelAsync()` currently supports two fixed schemas: `Car5` which produces a car with a body and four wheels, and `Body1` which yields a single `Class.MeshPart` object. Additional schemas will be supported in the future, as well as creator‑customized (open) schemas.

The following image shows the expected output and its construction as it appears in the Explorer hierarchy:

Retargetable scripts

In Roblox, behaviors typically encompass the scripts, attachments, constraints, and other instance types attached to static textured geometries to make them functional. Since Class.GenerationService:GenerateModelAsync()|GenerateModelAsync() generates a wide range of geometries on‑the‑fly, retargetable scripts must be attached to automatically adapt behaviors to expected functionality.

For example, consider an experience where players get to make their own drivable cars. Class.GenerationService:GenerateModelAsync()|GenerateModelAsync() takes the player prompt and generates five distinct meshes (body and four wheels) via the Car5 schema. Then, a preset retargetable script adapts its driving behavior to the size and shape of the model to ensure the car is drivable and its wheels spin realistically.

block-beta
columns 1

  block:Main
    columns 5
    Prompt(["&nbsp; &nbsp;prompt&nbsp; &nbsp;<br />&nbsp; &nbsp;(creator)&nbsp; &nbsp;"])
    Generate{"&nbsp;Geometry&nbsp;<br />&nbsp;Generator&nbsp;<br />(Roblox)"}  

    Geometry(("<b>GEOMETRY</b><br />&nbsp; &nbsp;<span style="font-size:80%; color:white;">single / multi-mesh</span>&nbsp; &nbsp;"))
    space:2
    Schema(["&nbsp; &nbsp;schema&nbsp; &nbsp;"])
    space
    Retarget{"&nbsp; &nbsp;&nbsp;Retarget&nbsp; &nbsp;&nbsp;<br />behavior<br />(creator)"}
    space
    FunctionalModel((("&nbsp; &nbsp; <b>FUNCTIONAL</b> &nbsp; &nbsp;<br /><b>MODEL</b>")))

  Prompt --> Generate
  Generate --> Geometry
  Geometry --> Retarget
  Retarget --> FunctionalModel
  Schema --> Generate
end

style Main fill-opacity: 0, stroke-opacity: 0;
style Prompt color:white, fill:RoyalBlue;
style Schema color:white, fill:RoyalBlue;
style Generate color:white, fill:#9933FF, fill-opacity:0.7;
style Retarget color:white, fill:RoyalBlue;
style Geometry color:white, fill:SeaGreen
style FunctionalModel color:white, fill:SeaGreen

To test retargetable scripts:

  1. Download the Behaviors.rbxm file (right‑click and "save as" to your local system).

  2. In Studio's Explorer hierarchy, right‑click Class.ReplicatedStorage, select Insert ⟩ Import Roblox Model, and choose the downloaded file. The model unpacks into several folders.

  3. Copy and paste one of the following code snippets into a server Class.Script within Class.ServerScriptService, depending on the object type you'd like to generate.

    This example generates a functional car with a brake, nitro boost, audio and visual effects, and an on‑screen UI speedometer.
     ```lua title="Script in ServerScriptService"
     local GenerationService = game:GetService("GenerationService")
     local ReplicatedStorage = game:GetService("ReplicatedStorage")
     local Workspace = game:GetService("Workspace")
    
     -- Set up inputs for the generated geometry
     local inputs = {
     	TextPrompt = "green dragon car with 4 wheels"
     }
     -- Set schema to the predefined five-model car chassis
     local schema = {
     	PredefinedSchema = "Car5"
     }
    
     -- Make the call to generate the model
     local success, result, metadata = pcall(function()
     	return GenerationService:GenerateModelAsync(inputs, schema)
     end)
     if success then
     	-- Scale model to target size
     	local targetSize = 16
     	local modelSize = result:GetExtentsSize()
     	local scaleFactor = targetSize / math.max(modelSize.X, modelSize.Y, modelSize.Z)
     	result:ScaleTo(scaleFactor)
    
     	-- Load "makeFunctional" module for "CarBehavior"
     	local makeFunctional = require(ReplicatedStorage.Behaviors.CarBehavior.makeFunctional)
    
     	-- Reference car parts by names guaranteed through the "Car5" schema
     	local body = result:FindFirstChild("body")
     	local frontLeftWheel = result:FindFirstChild("front left wheel")
     	local frontRightWheel = result:FindFirstChild("front right wheel")
     	local rearLeftWheel = result:FindFirstChild("rear left wheel")
     	local rearRightWheel = result:FindFirstChild("rear right wheel")
    
     	-- Set behavioral configuration parameters
     	local config = {
     		seatPosition = "inside",
     		invisibleWhenSeated = false
     	}
    
     	-- Attach behavior via the "makeFunctional" script
     	local functionalModel = makeFunctional(result, frontLeftWheel, frontRightWheel, rearLeftWheel, rearRightWheel, body, config)
    
     	-- Position the model near world center
     	functionalModel:PivotTo(CFrame.new(0, functionalModel:GetExtentsSize().Y / 2, -40))
     	functionalModel.Name = "BasicDragonCarGeneration"
     	functionalModel.Parent = Workspace
     else
     	warn(result)
     end
     ```
    

    To test other generated models with retargetable scripts in the `Car5` schema, change the `TextPrompt` string value on line 7 and playtest again. Ideas include:
    • "yellow sports car with a spoiler"
    • "purple bat car with 4 wheels"
    • "giant monster truck with spiked roof"
    This example generates a basic plane using the `Body1` schema that flies through player input.
     ```lua title="Script in ServerScriptService"
     local GenerationService = game:GetService("GenerationService")
     local ReplicatedStorage = game:GetService("ReplicatedStorage")
     local Workspace = game:GetService("Workspace")
    
     -- Set up inputs for the generated geometry
     local inputs = {
     	TextPrompt = "basic paper airplane with two wings"
     }
     -- Set schema to the predefined static body
     local schema = {
     	PredefinedSchema = "Body1"
     }
    
     -- Make the call to generate the model
     local success, result, metadata = pcall(function()
     	return GenerationService:GenerateModelAsync(inputs, schema)
     end)
     if success then
     	-- Scale model to target size
     	local targetSize = 30
     	local modelSize = result:GetExtentsSize()
     	local scaleFactor = targetSize / math.max(modelSize.X, modelSize.Y, modelSize.Z)
     	result:ScaleTo(scaleFactor)
    
     	-- Load "makeFunctional" module for "AirplaneBehavior"
     	local makeFunctional = require(ReplicatedStorage.Behaviors.AirplaneBehavior.makeFunctional)
    
     	-- Set behavioral configuration parameters
     	local config = {
     		seatPosition = "ontop",
     		forwardSpeed = 80,
     		turnSpeed = 8
     	}
    
     	-- Attach behavior via the "makeFunctional" script
     	local functionalModel = makeFunctional(result, config)
    
     	-- Place model slightly above ground to let it fall into place
     	local boundingBox = functionalModel:GetBoundingBox()
     	local location = Vector3.new(0, boundingBox.Y / 2 + 3, -40)
     	functionalModel:PivotTo(CFrame.new(location))
     	functionalModel.Name = "BasicPlaneGeneration"
     	functionalModel.Parent = Workspace
     else
     	warn(result)
     end
     ```