{"id":387,"date":"2026-04-29T05:22:58","date_gmt":"2026-04-29T05:22:58","guid":{"rendered":"https:\/\/blog.nilo.io\/vibe-coding-prompt-examples\/"},"modified":"2026-08-07T05:17:32","modified_gmt":"2026-08-07T05:17:32","slug":"vibe-coding-prompt-examples","status":"publish","type":"post","link":"https:\/\/www.nilo.io\/articles\/vibe-coding-prompt-examples","title":{"rendered":"18 Vibe Coding Prompt Examples for Roblox Builders"},"content":{"rendered":"<p><em>Written by: Nuno Leiria, Founder &amp; CEO @ Nilo | Last updated: August 6, 2026<\/em><\/p>\n<h2 id=\"key-takeaways\">Key Takeaways<\/h2>\n<ul>\n<li>Your Roblox vibe coding prompts need polycount limits, LOD instructions, and rigging specs so meshes import cleanly and run smoothly.<\/li>\n<li>A reusable 7-step template with identity, audience, features, constraints, style, export specs, and iteration helps you get Roblox-ready assets every time.<\/li>\n<li>18 copy-paste prompts in this guide cover assets, worlds, animation, full multiplayer games, and debugging while staying inside Roblox\u2019s technical limits.<\/li>\n<li>Browser-based tools with real-time physics and one-click FBX export let you skip Blender cleanup before importing into Roblox Studio.<\/li>\n<li><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\"><strong>Start building in Nilo\u2019s open beta and see your first prompt-to-Roblox asset in minutes.<\/strong><\/a><\/li>\n<\/ul>\n<h2>Why Many Vibe Coding Prompts Break in Roblox Studio<\/h2>\n<p>Nilo\u2019s February 2026 survey with builders like you showed the same frustration: prompts feel \u201cfrustrating at best\u201d when the output breaks inside Roblox Studio. Three technical constraints usually cause the problem.<\/p>\n<p><strong>Polycount<\/strong> is the total number of triangles in a 3D mesh. Roblox caps individual assets at roughly 10,000\u201320,000 triangles. A prompt that skips a polycount target often produces a 200,000-triangle model that crashes on import.<\/p>\n<p><strong>LOD<\/strong> (level of detail) swaps high-polygon meshes for simpler versions when objects move away from the camera. If your prompt ignores LOD, faraway objects still use heavy meshes, eat frame rate, and cause lag.<\/p>\n<p><strong>Rigging<\/strong> adds a skeleton to a 3D model so it can move and animate. Roblox needs bipedal humanoid characters rigged in a T-pose, with arms out and body straight, so animations apply correctly. A prompt that skips rigging specs gives you a static prop instead of a playable character.<\/p>\n<p>Vague prompts skip all three. The fix is a structured template that bakes these requirements into every request.<\/p>\n<h2>The 7-Step Vibe Coding Prompt Template for Roblox<\/h2>\n<p>Strong Roblox vibe coding prompts follow the same seven components. Use this master template before you write or tweak any prompt in this guide.<\/p>\n<ol>\n<li><strong>Identity:<\/strong> What is the asset or world? (for example, \u201ca medieval castle gatehouse\u201d)<\/li>\n<li><strong>Audience:<\/strong> Who plays with it? (for example, \u201cplayers in a fantasy RPG on Roblox\u201d)<\/li>\n<li><strong>Features:<\/strong> What does it do? (for example, \u201ca drawbridge that raises when a player approaches\u201d)<\/li>\n<li><strong>Constraints:<\/strong> Technical limits, such as \u201cunder 10,000 triangles, 1024\u00d71024 texture, Roblox-compatible\u201d.<\/li>\n<li><strong>Style:<\/strong> Visual aesthetic, such as \u201clow poly, muted stone tones, no PBR shaders\u201d.<\/li>\n<li><strong>Export specs:<\/strong> Format and destination, such as \u201cexport as FBX for Roblox Studio import\u201d.<\/li>\n<li><strong>Iteration instructions:<\/strong> What to adjust if the first result is wrong, such as \u201cif polycount exceeds limit, reduce window detail first\u201d.<\/li>\n<\/ol>\n<p>Paste this structure into Nilo\u2019s natural language code editor, where you create 3D content by typing, talking, or sending images to the AI. You get results that survive Roblox Studio import without manual cleanup.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498576333-cc4147ffb5c1.png\" alt=\"Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<h2>5 Asset Prompts with Roblox-Safe Export Specs<\/h2>\n<p>Each prompt below is copy-paste ready. Drop it into Nilo, generate your asset, and export with one click.<\/p>\n<h3>Prompt 1 \u2014 Fantasy Sword<\/h3>\n<pre><code>Generate a fantasy broadsword for a Roblox RPG. The blade is silver with a faint blue glow along the edge. Guard is ornate gold. Keep the mesh under 8,000 triangles. Texture at 1024x1024. Low poly style with clean edge loops. Export as FBX for Roblox Studio. If polycount is too high, simplify the guard geometry first.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Paste this into Nilo\u2019s natural language editor, hit generate, and use the LOD slider to confirm the triangle count before exporting. Nilo keeps polycount in a Roblox-safe range so models work directly in Roblox Studio without extra steps.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498400401-fcdb804d59be.png\" alt=\"Assets generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Assets generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<h3>Prompt 2 \u2014 Sci-Fi Crate Prop<\/h3>\n<pre><code>Create a sci-fi storage crate for a Roblox survival game. Brushed metal surface with yellow hazard stripes. Lid should be a separate mesh so it can open. Under 4,000 triangles total. 512x512 texture. Hard-surface, industrial style. Export as FBX. If too complex, remove the lid hinge detail.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Use Nilo\u2019s inspector panel to separate the lid mesh and assign collision correctly before exporting to Roblox Studio.<\/p>\n<h3>Prompt 3 \u2014 Cartoon Tree<\/h3>\n<pre><code>Generate a cartoon-style oak tree for a Roblox tycoon map. Round canopy, chunky trunk, bright green leaves. Under 6,000 triangles. 512x512 texture. No PBR materials. Flat-shaded, cozy aesthetic. Export as OBJ. If polycount is high, reduce leaf cluster count.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Drop the tree into a Nilo world to check scale against a default character before exporting.<\/p>\n<h3>Prompt 4 \u2014 Roblox-Ready Avatar Skin<\/h3>\n<pre><code>Generate a flat 2D Roblox character texture for an R15 rig. Cyberpunk theme: neon purple bodysuit with circuit-board patterns on the torso and legs. Output as a 1024x1024 PNG with separate Torso and Leg panels. No 3D layered clothing \u2014 flat texture only.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Use Nilo\u2019s Workbench to generate the flat Torso and Leg textures, then import into Roblox Studio to apply to your R15 character.<\/p>\n<h3>Prompt 5 \u2014 Weapon Asset Pack<\/h3>\n<pre><code>Create an asset pack of three matching medieval weapons \u2014 a dagger, a mace, and a shortbow \u2014 for a Roblox dungeon game. Consistent dark iron style. Each asset under 5,000 triangles. 512x512 textures. Low poly. Export all three as FBX. If any asset exceeds the limit, reduce handle detail.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Use Nilo\u2019s Create Asset Packs feature, upload a single reference image, and select which weapons to generate as a matched set. <a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\"><strong>Start generating your own weapon packs in Nilo\u2019s open beta<\/strong><\/a>.<\/p>\n<h2>5 World-Building Prompts with Physics and LOD Rules<\/h2>\n<h3>Prompt 6 \u2014 Floating Island Starter Zone<\/h3>\n<pre><code>Build a floating island starter zone for a Roblox adventure game. Grassy top surface, rocky underside, one wooden bridge connecting to a smaller island. Enable real-time physics collisions on all surfaces. LOD: reduce rock geometry beyond 200 studs. Under 15,000 triangles total. Low poly, fantasy style. Export as FBX.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Playtest the island in Nilo\u2019s browser environment to confirm collision physics work before exporting to Roblox Studio.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498523335-4f1ad3fb5e04.png\" alt=\"World generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>World generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<h3>Prompt 7 \u2014 Horror Maze Environment<\/h3>\n<pre><code>Generate a horror maze environment for a Roblox escape game. Crumbling stone walls, flickering torch props, fog at ground level. Physics: walls must have solid collision meshes. LOD: simplify wall texture detail beyond 150 studs. Under 18,000 triangles. Dark, PS1-style aesthetic. Export as FBX.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Walk through the maze in Nilo\u2019s real-time physics environment to check for collision gaps before export.<\/p>\n<h3>Prompt 8 \u2014 Tycoon Base Layout<\/h3>\n<pre><code>Create a flat tycoon base layout for a Roblox factory game. Concrete floor, modular wall sections, one entrance gate. Physics: gate should swing open on player proximity. LOD: reduce wall surface detail beyond 300 studs. Under 12,000 triangles. Industrial, modern style. Export as FBX.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Use Nilo\u2019s natural language code editor to add the proximity gate trigger. Type \u201copen gate when player is within 10 studs\u201d and watch it work live.<\/p>\n<h3>Prompt 9 \u2014 Underwater Biome<\/h3>\n<pre><code>Build an underwater biome for a Roblox exploration game. Coral formations, seaweed clusters, sunken ship prop. Physics: buoyancy simulation on loose objects. LOD: simplify coral geometry beyond 100 studs. Under 16,000 triangles. Stylized, cartoon aesthetic, teal and blue palette. Export as FBX.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Enable Nilo\u2019s real-time physics to confirm buoyancy behavior on loose props before Roblox Studio import.<\/p>\n<h3>Prompt 10 \u2014 City Rooftop Chase Map<\/h3>\n<pre><code>Generate a city rooftop chase map for a Roblox parkour game. Flat rooftops at varying heights, AC units as obstacles, one water tower. Physics: all surfaces must support player collision. LOD: reduce AC unit detail beyond 200 studs. Under 14,000 triangles. Modern, slightly gritty style. Export as FBX.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Run a playtest in Nilo with a friend via shared link to check jump distances and collision before exporting.<\/p>\n<h2>3 Animation and Rigging Prompts for Roblox Characters<\/h2>\n<h3>Prompt 11 \u2014 Bipedal Character Run Cycle<\/h3>\n<pre><code>Rig a bipedal humanoid character in a T-pose for Roblox. Then generate a run cycle animation: forward lean at 15 degrees, arms swinging opposite to legs, 12 frames per second. Mixamo-compatible rig. Export as FBX with embedded animation.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Use Nilo\u2019s one-click rigging tool on your T-pose character, then type the animation description to generate the run cycle instantly.<\/p>\n<h3>Prompt 12 \u2014 NPC Idle Animation<\/h3>\n<pre><code>Generate an idle animation for a Roblox shopkeeper NPC. Subtle breathing motion, occasional head turn left and right, hands clasped in front. 8 frames per second loop. Bipedal rig, T-pose base. Export as FBX.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Preview the idle loop in Nilo\u2019s 3D environment to confirm the loop is seamless before exporting to Roblox Studio.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498489815-fadb26f77978.png\" alt=\"Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<h3>Prompt 13 \u2014 Attack Combo Animation<\/h3>\n<pre><code>Create a three-hit melee attack combo animation for a Roblox action game character. Hit 1: right horizontal slash. Hit 2: left diagonal slash. Hit 3: overhead smash. Each hit 6 frames. Bipedal T-pose rig. Mixamo-compatible. Export as FBX with all three animations as separate clips.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Use Nilo\u2019s text-to-motion feature, type each attack description, and generate all three clips without leaving the browser.<\/p>\n<h2>3 Full-Game Prompts with Multiplayer Playtests<\/h2>\n<h3>Prompt 14 \u2014 Multiplayer Obby<\/h3>\n<pre><code>Build a multiplayer obstacle course (obby) for Roblox. 20 stages of increasing difficulty: moving platforms, spinning blades, timed jumps. Support 10 simultaneous players. Physics: all obstacles use real-time collision. LOD: simplify obstacle geometry beyond 250 studs. Low poly, bright cartoon style. Under 18,000 triangles per stage section. Export world as FBX.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Invite friends to playtest through a shared link in Nilo\u2019s real-time multiplayer environment before exporting to Roblox Studio.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498558906-2d7a57101ca9.png\" alt=\"Obby course generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Obby course generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<h3>Prompt 15 \u2014 Survival Roleplay World<\/h3>\n<pre><code>Create a survival roleplay world for Roblox. Forest biome with a central camp, resource nodes (wood, stone), and a crafting station prop. Multiplayer: up to 20 players. Physics: resource nodes should have breakable collision. LOD: simplify tree geometry beyond 200 studs. Low poly, earthy palette. Under 20,000 triangles for the base map. Export as FBX.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Use Nilo\u2019s natural language code editor to add resource-gathering logic. Type \u201cremove node when player interacts, add resource to inventory\u201d and test with friends live.<\/p>\n<h3>Prompt 16 \u2014 Tycoon Game with Multiplayer Leaderboard<\/h3>\n<pre><code>Build a factory tycoon game world for Roblox. Conveyor belts, production machines, a cash register prop. Multiplayer: 8 players compete on a shared leaderboard. Physics: conveyor belts move props in real time. LOD: reduce machine detail beyond 300 studs. Industrial, modern style. Under 18,000 triangles. Export as FBX.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Playtest the conveyor physics in Nilo\u2019s browser environment with multiple players before exporting the world to Roblox Studio.<\/p>\n<h2>2 Debug and Refactor Prompts for Broken Assets<\/h2>\n<h3>Prompt 17 \u2014 Polycount Reduction<\/h3>\n<pre><code>This mesh currently has 45,000 triangles and fails Roblox's import limit. Reduce it to under 10,000 triangles. Preserve the silhouette and primary surface detail. Remove internal geometry and hidden faces first. Simplify curved surfaces by reducing edge loops. Output as FBX.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Use Nilo\u2019s LOD slider to dial down the polygon count in real time and confirm the result visually before re-exporting.<\/p>\n<h3>Prompt 18 \u2014 Broken Rig Fix<\/h3>\n<pre><code>This rigged character has a pivot error: the left arm rotates from the elbow instead of the shoulder. Correct the shoulder joint pivot to align with the T-pose skeleton. Ensure all joints follow Roblox's R15 hierarchy. Re-export as FBX with corrected rig.<\/code><\/pre>\n<p><strong>Try in Nilo:<\/strong> Re-rig the character using Nilo\u2019s one-click rigging tool on the corrected T-pose mesh to reset all joint pivots automatically. <a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\"><strong>Fix your broken rigs in Nilo\u2019s browser-based editor<\/strong><\/a> and keep your character inside Roblox\u2019s rules.<\/p>\n<h2>How to Compare Prompt-to-Game Tools and Full Game Engines<\/h2>\n<p>When you choose where to run your vibe coding prompts, you need to balance speed against control. That balance comes from four things: iteration speed, real-time physics, export compatibility, and how much hands-on control you keep.<\/p>\n<p><strong>Iteration speed<\/strong> measures how fast a prompt turns into something you can test. Tools that force you to download files, open a separate app, and import assets kill your creative momentum. Look for browser tools where the result appears in the same place you are building.<\/p>\n<p><strong>Real-time physics<\/strong> tells you whether you can walk around your world and test collisions before export. Prompt-to-game tools like Rosebud AI and Bitmagic generate content from text but do not give you a full game engine to test inside. Nilo stands out here because it runs a custom C++ physics engine compiled to WebAssembly in your browser, so physics work before you ever touch Roblox Studio.<\/p>\n<p><strong>Export compatibility<\/strong> decides how far your assets can travel. You want exports in standard formats such as FBX, OBJ, and glTF that Roblox Studio, Unity, and Blender can all read. Walled-garden tools that only export to their own format lock you in. Nilo exports to FBX, OBJ, STL, and glTF, so you can move work between Roblox, Unity, Unreal Engine, Blender, and VRChat.<\/p>\n<p><strong>Hands-on control<\/strong> affects how much you can tweak. Prompt-only tools like Rosebud AI hand everything to the AI, which feels fast but unpredictable and often turns into an \u201cAI lottery\u201d. A game engine approach lets you prompt for a starting point, then adjust, move, and iterate inside the world. Nilo follows an \u201cIron Man, not Wall-E\u201d approach, where the AI boosts your build, but you stay in charge.<\/p>\n<p>Roblox Studio stays your publishing destination, but it needs installation, desktop hardware, and Lua scripting knowledge for interactivity. For the asset creation and iteration phase, a browser-based tool with real-time physics and one-click Roblox export removes friction between your prompt and a playable result.<\/p>\n<h2>Frequently Asked Questions<\/h2>\n<h3>What is vibe coding and how does it work for Roblox?<\/h3>\n<p>Vibe coding means creating 3D game content by typing, speaking, or sending images to an AI instead of writing code or modeling in Blender. For you as a Roblox creator, it means you describe what you want, like an asset, a behavior, or a world layout, and you get a working result in seconds. Strong prompt structure makes the difference: vague descriptions produce broken outputs, while prompts with polycount limits, LOD instructions, and export specs produce Roblox-ready results. Nilo\u2019s natural language code editor supports this workflow with real-time feedback in a 3D environment so you see changes instantly.<\/p>\n<h3>What does polycount mean and why does it matter for Roblox?<\/h3>\n<p>Polycount is the number of triangles in a 3D mesh. Roblox usually caps individual assets at roughly 10,000\u201320,000 triangles, and going past that can cause import errors or heavy performance drops on mobile. When you write a vibe coding prompt, always include a polycount target. Nilo\u2019s LOD slider lets you lower a mesh\u2019s triangle count in real time before export, so you avoid opening Blender just to hit Roblox\u2019s limits.<\/p>\n<h3>Can I use these prompts in Roblox Studio directly?<\/h3>\n<p>Roblox Studio does not include a built-in natural language 3D generation engine. These prompts are written for Nilo, where you paste them into the natural language code editor, generate the asset or world in your browser, and then export the result as an FBX or GLB file for Roblox Studio. Your workflow becomes simple: prompt in Nilo, generate and iterate, use one-click export, then import to Roblox Studio without Blender cleanup.<\/p>\n<h3>What is rigging and do I need to include it in my prompts?<\/h3>\n<p>Rigging adds a skeleton to a 3D model so it can move and animate. For Roblox, bipedal humanoid characters need a T-pose rig, with arms out and body straight, so Roblox\u2019s animation system works correctly. If you generate a character that needs to walk, run, or attack, include rigging instructions in your prompt. Nilo handles one-click rigging for bipedal T-pose characters, so you skip manual rigging in Blender. Props and environment assets that never move do not need rigs.<\/p>\n<h3>How do I know if my exported asset will work in Roblox Studio?<\/h3>\n<p>Before you export from Nilo, check three things. First, triangle count stays under your target limit by using the LOD slider. Second, Roblox supports standard texture resolutions of 256\u00d7256, 512\u00d7512, 1024\u00d71024, and 2048\u00d72048, with 4K textures available through Texture Streaming. Third, the rig follows R15 joint hierarchy if you export a character. Nilo\u2019s export is tuned for Roblox compatibility by default, with clean topology and correct scale. After you import into Roblox Studio, run a quick playtest to confirm collisions and animations behave as expected. If a rig has pivot errors, use the debug prompt template in this guide to correct joint positions before you export again.<\/p>\n<h2>Recap the Master Template and Start Building<\/h2>\n<p>Every prompt in this guide follows the same 7-step structure with identity, audience, features, constraints, style, export specs, and iteration instructions. That structure turns your ideas into Roblox-ready assets instead of broken meshes.<\/p>\n<p>Before you start building, remember the template flow: define what you are making, who it is for, what it does, its technical limits, how it looks, where it goes, and how you want the AI to fix it if the first attempt misses.<\/p>\n<p>Open Nilo in your browser, paste any prompt from this guide into the natural language code editor, and you can have a Roblox-ready asset in minutes, not hours. As one builder said in Nilo\u2019s February 2026 survey, \u201cThere are no limits on what you can create \u2014 just type, draw or add in an image and you can generate, rig, customise and place a fully 3D model within minutes.\u201d<\/p>\n<p>Because Nilo handles polycount tuning and rigging in the browser, you skip the usual workflow of bouncing between Blender, texture tools, and import utilities. Build what lives in your head, export it to Roblox Studio, and keep your creative momentum. <a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\"><strong>Start building in Nilo\u2019s open beta<\/strong><\/a> and see your first prompt-to-Roblox asset in minutes.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Get 18 copy-paste vibe coding prompt examples built for Roblox. Nilo helps you go from prompt to playable asset in minutes \u2014 no Blender needed.<\/p>\n","protected":false},"author":76,"featured_media":386,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-387","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts\/387","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/types\/post"}],"replies":[{"embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/comments?post=387"}],"version-history":[{"count":1,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts\/387\/revisions"}],"predecessor-version":[{"id":1137,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts\/387\/revisions\/1137"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/media\/386"}],"wp:attachment":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/media?parent=387"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/categories?post=387"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/tags?post=387"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}