Bezi for Designers: Collaborative 3D Design for Spatial Computing
Browser-based 3D design tool built specifically for creating AR/VR/XR prototypes for Apple Vision Pro, Meta Quest, and other spatial platforms
Bezi is a browser-based 3D design tool built specifically for spatial computing. Design interfaces for Apple Vision Pro, Meta Quest, and other AR/VR platforms without learning traditional 3D software. Bezi feels like Figma but for 3D: create spatial layouts, add interactions, and test prototypes directly on headsets. It’s become the go-to tool for product designers moving into spatial design.
Key Specs
| Price | Free tier; $12/month Pro; custom Enterprise |
| Platform | Browser (Chrome recommended); preview on VR/AR devices |
| Best for | AR/VR prototyping, spatial UI design, Vision Pro apps |
| Learning curve | 1-2 hours for basics; days for advanced interactions |
How Designers Use Bezi
Bezi fits into spatial design workflows where traditional 2D tools fall short.
For Apple Vision Pro UI Design
Design visionOS interfaces with proper depth, shadows, and spatial relationships. Place UI panels in 3D space, add glass materials that match Vision Pro’s design language, and create window layouts. Preview directly on device to test ergonomics and readability at different distances.
For VR Experience Prototyping
Build interactive prototypes for Meta Quest, PSVR, or other VR platforms. Create spatial menus, floating panels, and 3D UI elements. Add interactions: grab, point, gaze-based selection. Test prototypes in VR to validate designs before engineering begins.
For AR Object Placement
Design AR experiences where digital objects interact with physical spaces. Place virtual furniture in rooms, position UI elements relative to real-world objects, or create AR wayfinding systems. Bezi’s AR preview shows how designs work in actual environments.
For Spatial Design Handoff
Create detailed spatial prototypes for developers. Bezi generates specs with 3D measurements, materials, and interaction logic. Export scenes to Unity or Unreal Engine with preserved hierarchy and properties. Better than describing spatial design in static mockups.
Bezi vs. Alternatives
| Feature | Bezi | Unity | Spline | Reality Composer |
|---|---|---|---|---|
| Price | Free tier; $12+/month | Free; $40+/month Pro | Free tier; $9+/month | Free (Mac only) |
| Learning curve | Easy (designer-focused) | Steep (code required) | Easy (web 3D) | Easy (AR only) |
| XR device preview | ✅ Native support | ✅ Native | ❌ No | ✅ iOS AR only |
| Real-time collaboration | ✅ Multiplayer | ❌ No | ✅ Yes | ❌ No |
| Prototyping focus | ✅ Core feature | ⚠️ Game-focused | ❌ No XR | ⚠️ Basic |
| Production export | ⚠️ Limited | ✅ Full apps | ⚠️ Web only | ⚠️ AR Quick Look |
Choose Bezi if: You’re a designer prototyping spatial interfaces for VR/AR. You need fast iteration and device testing without coding.
Choose Unity if: You’re building production VR/AR apps with custom functionality, physics, or complex interactions. Requires coding.
Choose Spline if: You only need web 3D, not AR/VR. Spline is simpler but can’t prototype for headsets.
Choose Reality Composer if: You’re only doing iOS AR and want Apple’s native tool. Limited to AR Quick Look experiences.
Getting Started with Bezi
Create your first spatial prototype in 30 minutes.
Step 1: Create a scene and add spatial elements
Sign up at bezi.com and start a new project. Add primitives (cubes, spheres, panels) or import 3D models. Use the toolbar to move, rotate, and scale objects in 3D space. Think about depth and spatial relationships, not just flat layouts.
Step 2: Apply materials and add UI components
Select objects and apply materials from the right panel. Bezi has built-in materials that match Vision Pro’s glass aesthetic. Add text, buttons, and UI components. These work like design system components but exist in 3D space.
Step 3: Add interactions and test on device
Click the interactions panel to add behaviors: button clicks, hover states, scene transitions. Preview in-browser with arrow keys and mouse, or click “Preview on Device” to test on your Quest or Vision Pro. Iterate based on how it actually feels in the headset.
Bezi in Your Design Workflow
Bezi bridges the gap between 2D UI design and spatial experiences.
- Before Bezi: Wireframe spatial flows on paper or in Figma, research VR/AR design patterns, plan information hierarchy
- During design: Build and iterate in Bezi, test on devices frequently
- After Bezi: Hand off to developers with specs, export to Unity/Unreal for production, or use Bezi prototypes for user testing
Common tool pairings:
- Bezi + Figma for designing 2D UI components, then importing into Bezi as textures
- Bezi + Unity for high-fidelity prototypes in Bezi, production builds in Unity
- Bezi + Notion for documenting spatial design decisions and patterns
- Bezi + Loom for recording VR prototype walkthroughs to share with stakeholders
Common Problems (and How to Fix Them)
“My spatial layout feels cramped or wrong”
Spatial design requires different thinking than 2D. Objects that look fine on screen might be too close or far in VR. Test on actual devices early and often. Use Bezi’s ruler tools to measure distances in meters. Follow platform guidelines: Vision Pro recommends UI at 1-2 meters, Quest works better at closer ranges.
“Text is hard to read in the headset”
Text rendering in VR/AR is tricky. Use larger font sizes than you think you need (minimum 24pt for body text). Avoid thin fonts. Ensure high contrast between text and backgrounds. Test readability at the actual distance users will view from.
“I can’t figure out how to make this interaction work”
Start with Bezi’s templates and pre-built interactions. Break complex interactions into smaller steps: trigger → animation → state change. Watch Bezi’s tutorial videos for specific interaction patterns. The Bezi community Discord has designers who can help troubleshoot.
“Performance is slow in the headset”
Keep polygon counts reasonable. Complex 3D models slow down rendering. Use Bezi’s LOD (level of detail) settings. Test performance frequently. If a scene has 100+ objects, consider splitting into multiple scenes. Optimize imported 3D models before bringing them into Bezi.
“Developers say they can’t build what I designed”
This is a common spatial design problem. Have regular sync-ups with engineering to understand platform constraints. Some interactions that feel natural to design are hard to implement. Use Bezi’s export features to give developers a head start, but expect iteration between design and engineering.