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roblox-uilisted

Design or review responsive Roblox interfaces across touch, keyboard, mouse, and gamepad input.
HungryKelvin123/dstack · ★ 2 · Web & Frontend · score 73
Install: claude install-skill HungryKelvin123/dstack
# Roblox UI Read [`../../references/roblox-engineering.md`](../../references/roblox-engineering.md). Preserve the project's visual language, UI architecture, and existing input abstraction before introducing new patterns. ## Build for changing screens and inputs - Separate authoritative game state from client presentation state. UI sends intent and renders server-confirmed state; it does not decide purchases, rewards, inventory, cooldowns, or progression. - Prefer layouts, constraints, automatic sizing, and content-driven composition over scripts that continuously place pixels. Use scale and offset deliberately; test aspect ratio, text expansion, safe areas, and reserved touch controls. - Bind gameplay actions, not device-specific keys. Support touch, keyboard and mouse, and gamepad through the project's current action layer; update prompts when the preferred input changes. - Use activation events that work across input types. Define gamepad selection order, initial focus, focus restoration, modal trapping, back/cancel behavior, and a non-pointer path to every required action. - Give touch controls sufficient reach and target size. Preserve legibility at small screens and distance viewing; allow localization and dynamic text to expand without clipping critical controls. - Render from explicit state. Prefer event-driven updates and targeted reconciliation over rebuilding the full tree or polling every frame. Own and clean up connections, tweens, input bindings, and transien