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Try your agents’ screens and animations

In each project’s Assets tab, as soon as an agent has presented a screen, an animation or an effect to you.

An agent that writes an interface, an animation or an effect presents it to you when it is ready. Each one becomes an asset of the project, in the Assets tab: its page shows it live, without opening Roblox Studio. You judge it and reply on its page: Accept, or Redo with what to change.

In the project’s Assets tab, a section of the project bar next to Agents and My game. The Screen, Animation and Effect filters isolate them; a click on a card opens its page. See Your project’s Assets tab.

  • Only what an agent presented to you goes in, not its trials.
  • A number on the Assets section counts the requests waiting for your reply.
  • What an agent shows you carries “New” and its name, at the top of the grid. Your screen does not change: you open it when you want.

You don’t have to start anything: a screen or an animation presented again replaces the display on its own and, if it changed, adds a revision to the asset.

The preview runs in the app: it stays playable if the environment stops, and a new version replaces the old one without going through a blank screen.

A screen’s page shows it live: you hover over it, click, scroll, and type on the keyboard as in the game. Its sounds play.

Three buttons at the top right choose the simulated device: Desktop, Phone and Tablet. The list next to them chooses the model, with the screen size a full-screen game measures on it, in landscape. The screen is drawn inside the device’s frame: an iPhone’s notch or Dynamic Island sits over the interface, as in the game.

Device Models
Desktop HD 1280 × 720 (default), Laptop 1366 × 768, Full HD 1920 × 1080, QHD 2560 × 1440
Phone iPhone 16 Pro Max, iPhone 16 Pro, iPhone 15 / 16 (default), iPhone 13 / 14, iPhone SE, Pixel 7, Galaxy S8+
Tablet iPad / iPad Air (default), iPad mini, iPad Pro 13″

Sizes are in points on iPhone and iPad and in dp on Android: what Roblox gives the game, not the screen’s pixels. The edges the device keeps for itself (notch, rounded corners, home bar) are the model’s own: a screen set to stay clear of them (ScreenInsets) stays clear as it would on the device. The app remembers the model chosen for each device.

The preview draws Roblox fonts with their own file: Arial, Source Sans, Roboto, Oswald, Bangers, Fredoka One, Luckiest Guy and the others. Gotham and any font it does not have are replaced by Montserrat: the text stays readable and its size is approximate. These fonts have no emojis: each one is drawn as a generic sign, in its place and at about its size, and the rest of the screen displays normally.

Message What it means
“Limited preview: the new version could not start. The last valid version is still displayed.” The new version of the screen stopped while starting. The view keeps the last one that worked, until the next preview.
“Limited preview: part of this screen does not show here.” The preview does not render part of the screen: a missing image or one too large for it, the content of a ViewportFrame. A screen that stops after it appeared also keeps its last picture with this message.
“The screen cannot be shown. Ask an agent to preview it again.” The preview could not start. Click Retry, then ask for a new preview.

The page of an animation or an effect replays it as it was presented to you, until the agent presents it again. You don’t see its trials: for a requested film, the film is what is presented to you, not the movements it is made of. The animation is replayed in 3D, in a loop, on a simple character with rounded shapes and a round head like a Roblox character’s. A dark band on the front of the head shows which way it is looking.

An animation has up to three levels, replayed together: the movement of the body, its visual effects, and its film when the agent staged it. A mechanic — animations tied to what the character is doing, which you move yourself — has its own page: see Try a mechanic with the keyboard.

Move the view

Gesture or key Effect
Drag with the mouse Orbits around the action
Shift + drag, or drag with the middle button Moves the view
Mouse wheel Zooms
Double-click, or the Home key Recenters the view on the action
Arrow keys Orbit around the action
Shift + arrow keys Move the view
+ and - Zoom in and out

Keys work after you click the scene. A crosshair button also recenters the view; its tooltip says “Recentre (double-click) · Shift + drag to move”. The camera stays above the ground.

Play the animation

Button Effect
Play / pause Starts or stops the animation
Previous frame, next frame Moves back or forward one frame, animation paused
Scrubber bar Goes to a specific frame; the time appears on the right, in seconds
1×, 0.5×, 0.25×, 0.1× Slows playback down
Paths Shows or hides the path traced by the hands and feet

When an animation is viewed through its film’s camera, the view doesn’t move, the recenter button disappears, and the paths are not drawn: see The film.

The animated body has six parts in R6, fifteen in R15. Your agents animate in R6 by default, and in R15 if you ask. An animation with several characters is a scene: see Scenes with several characters.

When the agent added effects to the animation — a trail, an impact, a shockwave, a light, 3D shapes, full-screen effects, afterimages —, they are replayed with it. They are drawn with your project’s textures and with the rendering measured on Roblox: the glow, the brightness of overlapping layers, the light cast on the ground. The preview shows one play of the effect; in the game, every play draws its debris, flames and sparks anew, so that a repeated attack never lands the same way twice.

On the scrubber bar, a mark shows the moment each effect triggers; clicking a mark takes the animation there, paused. When effects last after the last gesture, a line marks the end of the movement: what follows shows the effects fading out.

These buttons appear only if the animation has what they control:

Button (tooltip) Effect
Number of layers (“Effect layers”) Opens the layer list, one line per marker (name, second, number of layers). The eye hides a layer or a whole marker; a click on a name shows it alone; Show all shows them all again
“Grey backdrop” Turns the background grey, to read dark smoke
“Glow” Shows the effect without its glow, as a player on low graphics quality sees it: Roblox draws this glow only at high quality
Lightning bolt (flashes and shake) Turns flashes, shakes and full-screen effects off or back on
Speaker (“Sound”) Turns the sounds off or back on: they play at the same moment as in the game, slowed down with the animation, silent when paused; a dot under the scrubber bar marks the start of each

A flash is drawn as a veil of its color across the whole image, as in the game. Flashes, shakes and full-screen effects are turned off at start when your system asks to reduce motion. A full-screen bright image is held under the same intensity cap as a flash.

An agent can freeze an animation on a hit: the pose and its effects hold for a few frames, then the movement resumes. A strip under the scrubber bar shows each freeze; its tooltip says “Freeze”.

An agent can stage an animation like a film: shots, cuts, freezes, slow motion, a darkening of the scene, letterbox bars at the top and bottom of the image. The animation then opens through the film’s camera, in 16:9 format.

Two buttons, to the right of the speeds, change the view:

Button What you see
“Film, through its camera” The film as it is framed, with its darkening, fades and bars. You don’t move the camera.
“Free view, around the action” The scene seen from your camera, which you can turn and zoom. The film’s camera and its path are drawn there.

The scrubber bar of a film counts the seconds of the film, not those of the movement: a freeze or a slow motion lengthens it.

On the scrubber bar What it is
Thin vertical line A cut: the start of a shot. Its tooltip shows “Plan” and the name of the shot.
Marker A named moment of the film
Solid strip under the bar A freeze
Light strip under the bar A slow motion

Clicking a cut or a marker takes the film there, paused.

A fade to white is treated like a screen flash: its intensity is capped, and it is turned off by the flashes and shakes button, or automatically when your system asks to reduce motion.

In the game, a film takes the camera and the player’s controls for its duration, then gives them back. The page only previews it.

A film can bring together several characters: a duel, a boss and its victim, a group. Each one plays its own animations, moves across the stage, and objects can be held, thrown, or fall.

  • One color per character. Each character in the scene has its color. A legend, at the bottom left of the scene, gives each one’s name.
  • Objects are drawn as a simple shape: box, ball, or cylinder.
  • Free view frames the whole scene, even when a character walks through it.
  • The film is watched like that of a single animation: through its camera or in free view. A freeze or a slow motion freezes or slows down the whole scene.

In the game, the agent gives each role the model that plays it: your game’s characters replace the colored mannequins, in the same places and at the same moments as in the preview.

The agent’s request appears on the asset’s page: Accept, or Redo with what to change. A screen or an animation isn’t published on Roblox: it is game code, and Accept tells the agent to hook it up. The parts of an effect (textures, 3D shapes, sounds) are validated in a single request, and the app publishes the ones you accept. The detail is in Validate what the agent proposes.

  1. The agent previewsIt writes the screen or the animation and starts its preview.
  2. You lookIts page, in the Assets tab.
  3. The agent fixes or hooks it upThe validated animation is the one the game plays.
The page only shows: it publishes nothing. The agent is the one that hooks the animation or the screen into the game.

What you validate on an animation’s page is the same animation as the one played in the game: the agent links it to the relevant character. Publishing your game remains a separate step: see Publish your game and track its versions.

  • The character is a mannequin with rounded shapes and a round head with no face. It has neither the model, nor the textures, nor the Roblox look of your character: the result on your dressed character is checked in Roblox.
  • Only the last render plays. Older revisions of a screen or an animation keep their thumbnail and your decision, but don’t replay: their source is the game’s code.
  • The view of a screen approximates Roblox’s rendering. A note under the view says so: “Physics and geometry are partially measured; rendering, characters, substitute fonts and pixels are approximate. Unsupported features are reported by the preview engine.” The final rendering is checked in Roblox Studio.
  • Without 3D display, neither the effects nor the film’s camera are replayed. The page then shows the body alone.

Where did the Interfaces and Animations tabs go?

Section titled “Where did the Interfaces and Animations tabs go?”

Since 4.0.0, screens and animations are in the project’s Assets tab, Screen and Animation filters. If you see no animation there, no agent has presented one to you in this project yet. Ask for one: “animate my boss’s attack”.

The page shows “The animations cannot be shown”.

Section titled “The page shows “The animations cannot be shown”.”

The full message is “The animations cannot be shown. Ask an agent to present them to you again.” Do what it says: a new presentation rewrites the preview.

Ask for it: “make a cinematic finisher, with a slow motion on the last hit”. Without a film, the view buttons don’t appear.

How do I get a cinematic with several characters?

Section titled “How do I get a cinematic with several characters?”

Describe the scene: “make a cinematic where the hero enters the arena, dodges the boss’s rock and hits it”.

The agent no longer asks me to validate its animations.

Section titled “The agent no longer asks me to validate its animations.”

The Bypass asset preview setting is turned on, or Preview before adding was turned off when the agent launched. The screen or the animation still lands in the Assets tab, with the “New” mark and “Shown by”, without waiting for your reply: see Skipping the review step.

How do I try an animation while moving the character?

Section titled “How do I try an animation while moving the character?”

Ask for a mechanic: “make the walk, the jump and a fireball on a key for my character”. See Try a mechanic with the keyboard.

Say so in your request: “animate it in R15”.