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  1. When there are lots of child SceneObjects, the Scene Hierarchy window needs to be really wide to be able to see them. It would be ideal if it could scroll horizontally!

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  2. Creating Image Markers from Texture Assets in real-time could add some really cool functionality to lenses, both in Spectacles and on mobile.

    For example, the 'Stand Out Object Segmentation' could be used to generate an image that can then be tracked to.

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  3. It would help a bunch to have a realistic 3D body in the Interactive scenes, so the 3D body tracking can pick it up. This would help with testing real-world situations where the body tracking might be used in combination with world tracking.

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  4. getComponent(SomeClass.getTypeName()) seems to not be checking the numbers after the colon ":" in the getTypeName() string!

    When the string is the same before the colon for multiple components on the same SceneObject, it can return the wrong component. Been running into this a couple times and it took a while to figure out what the issue was.

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  5. Changing Inspector values using arrow keys with multiple SceneObjects selected should increase/decrease relatively, instead of overwriting all object's values.

    For example, transforming SceneObjects should be a relative distance on top of their original positions.

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  6. A keyboard shortcut for the Pan tool (hand icon) in Scene panel would be great! Like the 'P' or 'T' key.

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  7. When creating a new texture node, automatically set Title and Script Name to 'baseTex' (if none with that name exist yet). Same for Color Parameter: 'baseColor'

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  8. It would be great to already get the url for a lens while it's still in review (showing some text like "lens is in review, try again later"), so they can be sent to team members in different time zones

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  9. Keyboard shortcuts (like 'F' to zoom to selection) stop working when the Scene panel is resized and their buttons disappear. It would be great if the keyboard shortcut keeps working, even when the panel is smaller

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  10. On Windows, I have several times encountered "pathname too long errors" and I'm not sure if that is the actual character length of the path name or the level of nesting. But either way, it is annoying to have to move projects out of my regular folder structure. I think the file caching system needs some work, and also the UUIDs are very long and could probably be 10 characters long and still achieve the same end result.

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  11. Rive has become a standard tool for real-time, vector-based, interactive animations across major engines like Unity, Unreal, Flutter, React, and Web. Adding native support for .riv files and Rive State Machines inside Lens Studio would unlock a new level of dynamic UI, micro-interactions, and lightweight AR motion graphics without relying on heavy sprite sheets or video textures.

    This integration would empower creators to build responsive, scalable, and high-performance 2D/2.5D animations—perfect for HUDs, menus, onboarding flows, and interactive AR elements—while keeping project sizes small and runtime performance high.

    Native Rive support would bring Lens Studio in line with modern real-time engines…

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  12. Right now on 3D objects you can copy the transform values all at once and paste them on another transform component.

    It would be very handy to have this same functionality added to the screen transform. Right now I just copy/paste the component and delete the old one. Which does work but then I have to reconnect that component to my scripts and it's just a hassle. This would be a great little quality of life addition.

    An option to quickly invert the left/right values to mirror it would be cool too.

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  13. Give the option to start from ground zero rather than having to try and build a lens off of another one Also make multiple aspects of the lens able to be adjusted before AI recreates it so that the user can get a clear view of what they want without haveing to wait repeatedly between ever adjustment …. Honestly, I absolutely hate the new update to this app and I’m debating deleting

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  14. The stopAll() method says it stops all clips and resets time to t=0.

    However, the time change doesn't reflect in the preview. It stops the animation but doesn't update the frame. So if you stop at frame 45 for example, it'll stay at this frame.

    Can we have some alternative that will actually reset the animation to frame zero?

    What I ended up doing was using calling playClipAt('name', 0) when the button is clicked and calling a DelayedCallBackEvent 0.1 seconds later with a pauseClip function.

    By the way, Q&A chatbot suggest using the method pause(), but it doesn't exist in…

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  15. Hello, this is my idea, and I hope you’ll bring it to life! I’m confident in delivering powerful ideas crafted for users, and all I ask is your trust in my vision.

    Feature: "Snap Quest"

    Launch a feature where users can create and share interactive "quests" using their snaps. A Snap Quest is a series of connected snaps that form a mini-adventure or challenge, like a treasure hunt or a city exploration. Users can design their quest by uploading snaps with clues, locations, or tasks (e.g., "Find this coffee shop and snap your favorite drink" or "Capture a sunset with…

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  16. We need geometry mirrors in the API to make real 3D Kaleidoscopes.
    Like the blender mirror modifier.

    Thank you!

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  17. It would be nice if the user can tap in space (in the air) and act as if the AR object will respond without using any script. We (creators) could make an interactive slideshow or presentation when an interactive element (such as a button) will be doable without any script.

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  18. When I use my default keyboard settings (Dutch - English) I can't use the numpad . (dot) in the Inspector window. Which means I can't make a float number like 0,5, it always make just a 0 and a 5 which makes a 5. A workaround is to use English -American as a keyboard setting but that's not always handy to some users.

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  19. On Windows (not checked on Mac) when I drag drop a .fbx, .glb, etc. on my assets panel with a screen (half) obscured over Lens Studio the import dialog misses focus. I need to explicitly give LS focus via pressing the icon on the taskbar to get the import dialog back.

    1 vote

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  20. In LS 4.55 there was a checkbox in the settings that when checked the default scale was on all three axis of a SceneObject

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