Getting started
How to build a Roblox obby with AI in 10 minutes
March 30, 2026
AI can help you build a playable obstacle course in Roblox Studio. This tutorial walks through the process using BloxBot, building one section at a time - platforms, then a hazard, then a checkpoint - until you have a full course.
The key idea: build a single section that works, then repeat the pattern. This keeps each AI prompt small and easy to verify.
What you need
- BloxBot installed and open
- Roblox Studio installed
- The MCP server enabled in Studio (Settings > Assistant > MCP Servers)
If you haven't set this up yet, follow the getting started guide first.
Step 1: Start with a baseplate
Open Roblox Studio and create a new place using the Baseplate template. This gives you a flat ground, a spawn point, and nothing else. That's what we want.
Open BloxBot and make sure it's connected to Studio. You'll see a green status indicator when the connection is active.
Step 2: Build section one - platforms
Start with a small group of platforms. Don't build the whole course yet.
Create 4 platforms for the first section of an obby. Start from the SpawnLocation and extend along the Z axis. Make each platform 6x1x6 studs, anchored, spaced 10 studs apart, with "Bright blue" BrickColor. Put them in a folder called "Section1" inside a folder called "ObbyCourse" in Workspace.
Four platforms should appear in a line. Press Play and make sure you can jump between them before moving on.
Step 3: Add a hazard to section one
Now add a challenge to this section while it's still small enough to test easily.
Between platforms 2 and 3 in Section1, add a row of 3 spinning kill bricks. Each brick should be 1x1x4 studs, anchored, with "Really red" BrickColor. Rotate them continuously around the Y axis. When a player touches one, kill them. Put the script in a folder called "HazardScripts" in ServerScriptService.
Test it. Walk into a kill brick - you should die and respawn at the start. If the bricks aren't spinning or the kill doesn't trigger, tell the AI exactly what's wrong.
Step 4: Add a checkpoint
Players need to respawn at their progress, not the beginning. Add a checkpoint at the end of this section.
On platform 4 in Section1, add a SpawnLocation. Set AllowTeamChangeOnTouch to true and TeamColor to "Bright blue". Create a matching Team in the Teams service. Make sure the original SpawnLocation at the start remains the default spawn.
Test: jump to platform 4, touch the checkpoint, then reset your character. You should respawn on platform 4, not the start.
Section one is now complete - platforms, a hazard, and a checkpoint. This is your template for every section that follows.
Step 5: Build section two - disappearing platforms
Same idea, different hazard.
Create 4 more platforms continuing from where Section1 ends. Same size (6x1x6), same spacing (10 studs), but use "White" BrickColor. Put them in a "Section2" folder inside "ObbyCourse".
Then add the hazard:
Make platform 2 in Section2 a disappearing platform. It should fade out over 1 second after a player touches it, stay invisible for 3 seconds, then fade back in. The player should fall if they're still standing on it when it disappears. Add the script to the "HazardScripts" folder.
And a checkpoint:
On the last platform in Section2, add a SpawnLocation checkpoint. Use TeamColor "White" and create the matching Team.
Test the full run from start through both sections before continuing.
Step 6: Build section three - moving platforms
Create 4 more platforms continuing from Section2. Use "Bright green" BrickColor and the same sizing. Put them in "Section3" inside "ObbyCourse".
Replace platforms 2 and 3 in Section3 with moving platforms. Each should slide left and right using TweenService, covering 12 studs total, taking 2 seconds per direction. Add the scripts to "HazardScripts".
Test this carefully. A common issue: the player slides off when the platform moves underneath them. If that happens:
The moving platforms in Section3 don't carry the player. The character slides off when the platform moves. Fix this so the player moves with the platform.
AI handles debugging well when you describe the exact problem you're seeing.
Add a final checkpoint on the last platform in Section3.
Step 7: Add a finish line
After Section3, add one more platform with "Lime green" BrickColor. Place a large part on it labeled "FINISH" using a SurfaceGui with a TextLabel. When a player touches it, display a congratulations message using a ScreenGui with a centered TextLabel that says "You completed the obby!" and fades in.
Step 8: Full playthrough
Run through the entire course from start to finish. Check each section:
- Can you jump between all platforms?
- Do kill bricks in section one work?
- Does the disappearing platform in section two fade and return?
- Do moving platforms in section three carry you?
- Does each checkpoint save your progress?
- Does the finish line trigger?
Fix any issues one at a time. Describe what you see, not what you think the code should do.
What to try next
You've got a working obby. Here's where to take it:
- More sections. Follow the same pattern - platforms, hazard, checkpoint - to extend the course. Try lava floors, swinging pendulums, or timed jumps.
- Theming. Ask AI to change materials and colors across all sections to match a theme, like ice, space, or jungle.
- Difficulty curve. Make early platforms larger and closer together, then shrink and space them out in later sections.
- Leaderboard. Add a timer that tracks how long each player takes to finish.
- Mesh generation. Use Studio's new AI mesh tools to replace plain parts with custom 3D objects. See our coverage of the mesh generation update.
Tips
- Build one section at a time. Don't ask for the entire obby in a single prompt.
- Test each section before starting the next. Catching issues early means simpler fixes.
- Be specific about numbers: platform count, spacing, sizes, colors. Vague prompts get vague results.
- If the AI makes a mistake, describe what went wrong rather than starting over. It can usually fix it.
For more on getting better results, read Tips for getting better AI results.