Everything the agent can reach

Cuberta is not a chat box bolted onto a modeller. It is an editor whose commands were designed to be called by an agent — and every one of them is also a thing you can do by hand.

Two hands, one scene

One history for both of you

The agent's commands and your mouse go through the same kernel, so a single undo stack covers both. Ctrl+Z takes back whatever happened last, whoever did it.

It sees what you touch

Select an object and the agent is told the human selected it. Drag it, and the next answer accounts for where it now stands.

Rules instead of taste

Tools measure: metres, triangles, draw calls, milliseconds. A refusal explains what was out of range, so the agent corrects itself instead of guessing.

What it can build

Geometry

Primitives and a modifier stack — bevel, array, boolean, subdivide, extrude. Sweeps of a profile along a path, parametric recipes the agent can write and reuse, procedural rooms and roofs with facade trim, terrain sculpting with layered materials, stairs and paths.

Streets

A real street network: profiles as lane bands, junctions with curbs, sidewalks, crosswalks and markings, transitions between profiles, grade policies. The traffic graph exports too, for whatever drives cars in your engine.

Assets

An offline starter pack plus Poly Haven, ambientCG and Poly Pizza. Every model is normalised to metres with its pivot at the base, and every import is written into a license registry, so you can always tell what came from where.

Placement

A constraint solver that understands on, against, near, facing and inside. Poisson scatter, placement along splines, physics settling, and instancing with per-instance variation.

Look

PBR materials with full texture sets, decals, an HDRI or procedural sky by time of day, a three-light rig with metering, and a post stack with fog, bloom and vignette.

Quality control

A scene linter with 24 rules and a safe autofix. Semantic and depth frames, side-by-side comparison against your reference images, and checkpoints you can restore in one call.

Ready for the engine

Bake to mesh, merge many objects into one, split heavy meshes into world-grid tiles for culling, generate LODs and pack texture atlases.

How an agent works it

The app is the MCP server. There is no plugin to install on the agent's side and no separate bridge process.

58 tools, described in the protocol

The agent learns the editor from the tool descriptions themselves — argument ranges, units, what each call returns.

Guides it can read

Five cookbooks live behind cuberta://guide/… — scenes, geometry, staging, streets, world. A good first brief is “read the guide, then build …”.

Frames, not guesswork

The agent asks for a render and looks at it. Semantic and depth passes tell it what is where without reading the scene graph.

Cost on every call

Triangles, draw calls and milliseconds come back with the result, so an agent that is told to stay under a budget can actually stay under it.

Out to your engine

GLB and FBX are written by Cuberta itself — no Blender step, no external converter. Textures ride inside the file; axes and units land right in each engine.

  • Unity
  • Unreal
  • Blender
  • Godot