Different MCP clients approach approvals and confirmations flows differently and can change with updates, so we suggest reading up on what settings your client of choice may have.
For Codex, this resource maybe helpful:
Different MCP clients approach approvals and confirmations flows differently and can change with updates, so we suggest reading up on what settings your client of choice may have.
For Codex, this resource maybe helpful:
I am aware of this, but itâs only been in the last couple of days that Codex has decided to ask for permissions at certain points when editing scripts and yet not at others.
Iâm not sure why some script edits work and some donât but Iâm not entirely sure how Codex is responsible for deciding which Studio actions require permissions.
That said itâs already doing it a lot less today and Claude never does so itâs no big deal.
I accidentally asked it something during a playtest, and now in studio it created folders while looking for something that only exists on run-time:
Yeah thatâs a nasty gotcha â the MCP creates parent folders/instances along the path when the target doesnât exist. Iâll always use the edit-mode path (ServerScriptService.WeaponHandler.Utils.CooldownWidget) going forward, never the runtime path.
Iâve been using the MCP for a bit and itâs super super super good overall however I think some things could be added which would significantly improve it
get_current_context, switch_context(server | player) and allowing execute_luau to run on the serverThis would make debugging significantly easier, as it would allow the agent to switch between the server and client during a playtest. For example, imagine youâre testing play-time rewards and you donât want to wait through the full timer, so you temporarily reduce the requirement from 10 minutes to 5 seconds just for testing. Even then, youâll eventually have to go back and change it. Adding the ability to switch context would allow you to call the reward function directly without having to change any values (speeding up your workflow).
Another example: imagine youâre working on a game in which monsters spawn randomly, but one monster has a bug where it doesnât spawn. Right now, the agent has to keep testing and playing until that monster spawns. With the ability to switch context and run code, the agent could simply spawn the monster directly, skipping the whole waiting process and getting to the bug and fixing it
BUT this does have risks like touching DataStores, so maybe a safer option would be a tool that allows the agent to call a function that exists on the server, but only if itâs whitelisted by the developer, similar to a Roblox config file that the agent cannot modify and strictly follows.
Could you please allow Code modification during playtests? By e.g. separating the studio or so
It would make things much smoother, as of now I have to start separate testing sessions via Player1 etc if I want to test while itâs writing code
Would also appreciate if the Player1, Player2 etc test could be 10x faster (my hardware should allow it, just an optimization of Studio stuff)
This is the way I test rn while mcping code changes