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Generate Script

Write a script that spawns the 'Noob' model 50 studs above the player every 0.1 seconds. Give them random rotational velocity so they tumble.
Pilot
References
ServerScriptService.NoobRain
Workspace.Noob
ServerScriptService
Players
game
workspace
Created a server Script at ServerScriptService.NoobRain that clones Workspace.Noob every 0.1s, spawns it 50 studs above each player, and gives it random angular velocity so it tumbles.
NoobRain.server.lua Lua
local Players = game:GetService("Players") local Debris = game:GetService("Debris") local TEMPLATE = workspace:WaitForChild("Noob") -- Optional: auto-remove spawned noobs to prevent infinite buildup. local LIFETIME = 15 -- seconds (set to nil/false to disable) local function ensurePrimaryPart(model: Model): BasePart? if model.PrimaryPart and model.PrimaryPart:IsA("BasePart") then return model.PrimaryPart end -- ... (helper function truncated for brevity) end local function spawnNoobAbove(character: Model) local hrp = character:FindFirstChild("HumanoidRootPart") if not (hrp and hrp:IsA("BasePart")) then return end local noob = TEMPLATE:Clone() noob.Name = "NoobDrop" noob.Parent = workspace ensurePrimaryPart(noob) local rng = Random.new() local spawnPos = hrp.Position + Vector3.new(0, 50, 0) noob:PivotTo(CFrame.new(spawnPos)) end

Notes:

- Your existing Workspace.Noob parts were Anchored = true, so the script unanchors cloned parts so physics/tumbling works.

- LIFETIME = 15 prevents the server from filling up with thousands of noobs; set it to nil to keep them forever.

Ask
Claude Sonnet 4.5
Context Awareness

It knows your game.
Inside and out.

StudioPilot reads your Explorer tree and responds with a concrete breakdown of your game – spawn points, folders, scripts, and mechanics – instead of generic advice.

Explain the Place, summarize the game workspace using the explorer.

Explain the Place, summarize the game workspace using the explorer.
Pilot
References
Workspace
Game
game
players
ServerScriptService
Lighting
ReplicatedStorage
StarterGui

## Workspace Summary: Obstacle Course (Obby) Game

This appears to be a classic Roblox obstacle course (obby) game with checkpoints, traps, conveyors, and bounce pads that challenge players to navigate through a series of platforming obstacles.

### 🎮 Game Type & Purpose

You're working on a platformer/parkour obby where players spawn at a starting location and must navigate through various obstacles to reach checkpoints. The game features multiple hazard types and movement mechanics to create an engaging challenge.

### 🏗️ Workspace Structure Breakdown

#### Core Gameplay Elements:

🏁 Spawn & Structure (2 components)

  • - StartSpawn - SpawnLocation at origin (0, 1, 0) where players begin
  • - ObbyStructure - Folder containing 31 parts including a Starting Platform and various platforms/obstacles that form the course layout

✅ Checkpoint System (6 checkpoints)

  • - Checkpoints folder contains 6 CheckPointModel instances
  • - Managed by CheckpointManager script in ServerScriptService
  • - Allows players to save progress and respawn at their last checkpoint instead of the start

⚠️ Trap Mechanics (11 trap parts)

  • - TrapParts folder with two types:
  • - 7x SquareTrapPart - Likely kill/damage parts
  • - 4x TrapPart - Additional hazards
  • - Controlled by TrapManager script for handling player interactions (probably resetting them on touch)

🔄 Conveyors (4 parts)

  • - Conveyors folder with 4 conveyor belt parts
  • - Managed by ConveyorManager script to apply velocity/movement to players walking on them

🚀 Bounce Pad (1 part)

  • - BouncePad folder containing a single Bounce Pad part
  • - Likely launches players upward or forward when touched

### ⚙️ Scripts & Logic (ServerScriptService)

Three manager scripts handle the core gameplay:

  1. CheckpointManager - Saves player progress, handles respawning
  2. ConveyorManager - Applies movement forces to conveyor belts
  3. TrapManager - Handles damage/death when touching trap parts

### 🎨 Visual Environment (Lighting)

Well-configured atmospheric effects for visual polish:

  • - Sky - Custom skybox
  • - Atmosphere - Environmental fog/depth
  • - SunRays - God rays effect
  • - Bloom - Glow/brightness enhancement
  • - DepthOfField - Focus blur effect

### 📝 Notes & Observations

  • Well-organized structure - Everything is properly sorted into folders
  • Modular design - Separate managers for each mechanic
  • ⚠️ Naming consideration - Multiple CheckPointModel instances have identical names (may want to number them)
  • ⚠️ Empty services - ReplicatedStorage and StarterGui are empty (no UI or shared assets currently)
  • 💡 Expandable - Good foundation for adding more obstacle types, UI elements, or gameplay features

This is a functional obby framework ready for playtesting or further expansion!

Code
GPT 5.2
Explorer
StartSpawn
Checkpoints
TrapParts
Players
Lighting
ReplicatedStorage
CheckpointManager
TrapManager
StarterGui

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