# Cuberta > A free 3D editor for Windows and macOS. Connect Claude, GPT or any MCP agent and it builds whole locations. Export to Unity, Unreal, Blender, Godot. Cuberta is a free 3D editor for Windows and macOS. It exposes a Model Context Protocol server, so an AI agent — Claude Code or any other MCP client — can build whole locations inside it: road networks with junctions and sidewalks, buildings with facades and furnished interiors, terrain, vegetation and lighting. Scenes export as GLB or FBX with textures for Unity, Unreal Engine, Blender and Godot. There is no account, no trial and no subscription. ## Pages - [Home](https://cuberta.com/): what Cuberta is, how it works, download links, FAQ - [Blog](https://cuberta.com/blog/): guides on AI level design, engine pipelines and agent workflows Available in English, Russian (/ru/), Simplified Chinese (/zh/) and Japanese (/ja/). ## Downloads - Windows installer: https://dl.cuberta.com/1.0.0/Cuberta-Setup-1.0.0.exe (204 MB) - Windows portable: https://dl.cuberta.com/1.0.0/Cuberta-1.0.0-portable.exe (204 MB) - macOS Apple Silicon: https://dl.cuberta.com/1.0.0/Cuberta-1.0.0-arm64.dmg (242 MB) - macOS Intel: https://dl.cuberta.com/1.0.0/Cuberta-1.0.0-x64.dmg (244 MB) ## Articles - [AI City Generator: Roads First, Then Blocks, Then Buildings](https://cuberta.com/blog/ai-city-generator-for-games/): Generated cities look right from above and fall apart on foot. Road hierarchy, block sizes, frontage, junctions — the numbers that make a city read as a city. - [Import a GLB Environment Into Unity and Make It Playable](https://cuberta.com/blog/ai-generated-environments-in-unity/): A generated GLB or FBX location lands in Unity in minutes. Making it playable takes import settings, colliders and lighting — here is the whole path. - [Importing an AI-Generated Level into Unreal Engine 5](https://cuberta.com/blog/ai-generated-levels-in-unreal-engine-5/): You have a GLB of a whole district and a UE5 project. What to check on import: scale, Nanite, Lumen, collision, and why one big actor never streams. - [AI Interior Design in 3D: Why a Room Is Harder Than a Street](https://cuberta.com/blog/ai-interior-design-3d/): A room you can walk through is a different product from a picture of one. The clearances, the furniture graph and the lighting that decide which you get. - [AI Level Design Tools in 2026: What Each One Actually Does](https://cuberta.com/blog/ai-level-design-tools-2026/): Five kinds of AI tool touch level design, and only some of them design anything. What each category produces, where it stops, and how to choose. - [Blender MCP: What It Does Well and Where It Runs Out](https://cuberta.com/blog/blender-mcp-alternative/): An honest look at driving Blender with an AI agent: where Blender MCP wins outright, where its abstraction level costs you, and how to split the work. - [Claude Code for 3D Modeling: What Actually Transfers](https://cuberta.com/blog/claude-code-3d-modeling/): A terminal coding agent that builds 3D locations: how the connection works, the prompt that holds up, the verification loop, and where it fails. - [Free Level Design Software: The Whole Stack in 2026](https://cuberta.com/blog/free-level-design-software/): Every stage of a 3D environment has a free option in 2026. Here is the stack, what each licence actually permits, and where the free tier stops. - [GLB vs FBX: Which Format to Hand Your Game Engine](https://cuberta.com/blog/glb-vs-fbx-for-game-engines/): What glTF/GLB and FBX each actually carry, where each one quietly loses data, and which to hand Unity, Unreal, Godot, Blender and the web. - [AI-Generated Levels in Godot: From GLB to a Real Scene](https://cuberta.com/blog/godot-ai-level-generation/): Import a generated location into Godot as GLB, then give it collision, occluders, lighting and a re-import path that does not throw away your work. - [How to Build a 3D Village with an AI Agent, Pass by Pass](https://cuberta.com/blog/how-to-build-a-3d-village-with-ai/): From a blank scene to a walkable village in five passes: terrain, roads, plots, buildings, dressing — with the exact instructions to give an AI agent. - [MCP Servers for 3D and Game Dev: Tool Design Is the Product](https://cuberta.com/blog/mcp-servers-for-3d-and-game-dev/): An MCP server that exposes run_python helps an agent with nothing. What separates a 3D tool surface an agent can actually use from one it cannot. - [How to Optimize an AI-Generated 3D Scene for Games](https://cuberta.com/blog/optimize-ai-generated-scenes-for-games/): Generated locations fail differently from hand-built ones. Measure first, then fix materials, instancing, LODs, textures and culling in that order. - [Procedural Generation vs AI Agents: Which One You Want](https://cuberta.com/blog/procedural-generation-vs-ai-agents/): Noise, grammars and WFC against an agent driving an editor. Determinism, scale, runtime and iteration cost — the axes that decide which one you need. - [Text to 3D Scene: How One Prompt Becomes a Whole Location](https://cuberta.com/blog/text-to-3d-scene-generator/): Text-to-3D usually means one object at a time. Generating a whole scene — roads, buildings, terrain, light — is a different problem with different answers. ## FAQ ### Is Cuberta free? Yes. Cuberta is free to download and use on Windows and macOS, with no account, no trial period and no subscription. The bundled models, materials and skies are included. ### Which AI agents work with Cuberta? Any MCP client. Claude Code is the one most people start with, but the app exposes a standard Model Context Protocol server, so anything that speaks MCP can drive the scene. You bring your own agent and your own API access. ### What can the agent actually build? Whole locations — road networks with junctions and sidewalks, blocks of buildings with real facades, terrain, vegetation, street furniture and lighting. It also builds single objects: a house with a furnished interior, a room, a prop. If you can describe it, it will attempt it. ### Which engines can I export to? GLB and FBX come out with textures included, which covers Unity, Unreal Engine, Blender, Godot and anything else that reads glTF or FBX. ### Do I need to know 3D modeling? No. You describe the place in plain language and correct the agent when it goes the wrong way. Knowing your engine's import settings helps more than knowing how to model. ### How is this different from Blender MCP? Blender MCP hands an agent the whole of Blender, which is powerful and slow — the agent spends its turns writing Python against a general-purpose modeller. Cuberta is a purpose-built editor for locations: the tools it exposes are already about roads, buildings, terrain and placement, so the agent works at that level instead of rebuilding it every time. ### Does Cuberta work offline? The editor and its bundled content run offline. The agent itself needs whatever connection your model provider requires, and signing in is only needed to browse your Wandy3D library. ### What are the system requirements? 64-bit Windows 10 or 11, or macOS on Apple Silicon or Intel. Any GPU from the last decade will do. The builds are not code-signed yet, so Windows SmartScreen and macOS Privacy & Security will ask you to confirm the first launch.