u/EdwardW17

▲ 2 r/vrdev

Glassomorphism UI in Unity for meta quest 3

Hello everyone,

I'm currently building my final-year project: an AR/VR interior design software for architects on Meta Quest 3 using Unity + Meta XR SDK.

The app already supports:

- switching from 2D/3D plans to VR,

- real furniture from real brands,

- material/color editing,

- natural lighting simulation,

- room customization in VR, etc.

Most of the core features are done, but I'm currently struggling with the UI/UX part.

We first tried:

- a basic flat UI,

- then a more "Meta-like" UI,

but neither really felt premium or immersive.

So I started experimenting with a glassmorphism-style UI inspired by Apple Vision Pro.

The issue is: every attempt ends up looking like a simple gray panel in Quest 3.

From some obscure forum posts, I read that the headset / rendering pipeline may "block" true glassmorphism effects, but honestly that sounds strange to me.

So my questions are:

- Has anyone successfully implemented glassmorphism on Meta Quest 3?

- Is it actually possible in Unity with Meta XR SDK?

- Are there specific shaders/render pipeline limitations I should know about?

- Any recommendations for achieving a more premium Vision Pro-like UI on Quest hardware?

Thanks a lot.

reddit.com
u/EdwardW17 — 3 days ago