32 results found
-
Automatically move created assets into folders
When adding a new component, it often creates many new assets (more than the previous lens version), eg: for materials, shaders, images, etc. These quickly pile up and get messy in the asset manager. If assets were automatically organised into folders (like in Spark AR) it would save time developing.
26 votesClosing this out after the continued work we've put into the features here!
-
Improving Developer Support for Camera Kit
I believe Snap’s Camera Kit, both on App and Web, is an exceptional product. Its accessibility and stability are truly world-class, making it a valuable tool for developers.
However, I’ve noticed that the support for developers could be improved. For instance, there seem to be fewer responses from Snap employees in the Discord channel, and the app review time, which is typically expected to take 3-5 days or up to a week, has now stretched to over a month. This can be challenging for developers working on high-value projects.
I sincerely hope that more support can be provided to developers…
24 votesThank you for sharing your experience with Camera Kit. We truly appreciate you taking the time to provide this feedback. We hear you loud and clear about the need for more timely support and faster app reviews. We know there's room for improvement, and we're committed to doing our best to help while working within our current resources.
To address this, we're bringing back our Camera Kit Monthly Office Hours! This will be a monthly, open-mic style session where you can drop in and chat directly with our engineering team. It's a great opportunity to get your questions answered, work through technical issues, and share product feedback or feature requests. The upcoming one is next Wednesday! You can sign up here: Camera Kit Office Hour - August 2025
We see this as a great first step, and we'll continue to listen to your feedback as we move forward. You can…
-
Dual Camera Lenses
I would like the ability to make a lens that uses the front facing camera and the world facing camera at the same time. The reason is so that I can animate blendshapes on the face mesh with MY FACE while the camera feed is from the world facing camera.
16 votesHi Kevin. Happy to come back to this and let you know that dual camera lenses support was released as part of Lens Studio 5.6. You can find the Reverse Camera Texture in Lens Studio's resources, and a helper Custom Component in the Asset Library. For more see: https://developers.snap.com/lens-studio/features/camera/dual-camera
-
Development of the content of upcoming explanations
Hello SnapAR Team
I hope this topic is important in your modern journey
We would like you to focus and urge that there is a channel or course that provides explanations for interactive lens makers, explanations of the JavaScript, TypeScript and the game lens in detail, and even if it is complex, they will be interested in this field in large numbers and we will raise the creative rate of professional lens makers, and a qualitative leap for current makers.
13 votesWe did publish a new physics Games Tutorial series this year that think really helps teach this a lot better: https://www.youtube.com/watch?v=-qFNnicTXRw
We also did this written tutorial on Bitmoji Running games: https://developers.snap.com/lens-studio/tutorials/tutorials/bitmoji-runner-game/runner-game-1
While there will always be more to learn -- we feel like this tutorial fills a big gap. We are hoping for more important additions to our gaming workflows really soon!
Keep watching https://developers.snap.com/ for more amazing content!
-
Body segmentation textures per person
Currently the body segmentation texture segments all visible bodies into one mask, it would be convenient to have an option to specify an ID that determines which body gets segmented in the mask texture.
11 votesThis feature was completed last year. See this documentation page: https://developers.snap.com/lens-studio/features/ar-tracking/body/segmentation/body-instance-segmentation
Thanks for your feedback!
-
Custom Shader Code node, Larger editing region or allow external editing
Right now the custom shader code node has a very tiny editing region which can be kind of difficult to use when things start getting longer. Would be nice to have the same external editing functionality as regular scripts or at least a larger region than it currently has.
10 votesThis has been implemented! You can use internal or external script editors!
-
It would be awesome if we could perform basic math operations directly inside the numeric fields.
for example, in position, rotation, scale, or tween fields.
Something like:
/2, *3, -525and if possible why not 👀 -20%, +10%, ...
That would make it way easier to adjust values on the fly without manually recalculating everything!
9 votesThis has been implemented! Excited to see what you do with it!
-
Optimize my lenses website for mobile
Right now the my-lenses site does not work on mobile. It used to kinda work even though it wasn’t sized properly and I used it often.
It would be nice to get a proper mobile optimized view. It’s very useful for when clients need a link and I’m out and about or when I go do something else away from my pc when the lens is in review.
9 votesWe have pushed an update to My Lenses. You should see better mobile layouts!
-
Feature to delete all assets not directly referenced in the scene
In 4.55.1 and a some versions before that, we were able to delete all assets that weren't referenced in the scene, this feature was marvelous to help preserve order in the project files and for optimization purposes. If possible please bring that feature back. As it is honestly an amazing feature.
8 votesWe have previously released the "Optimize Project" Plugin that addresses the features you are asking for! See screenshot of the plugin in the asset library
-
3D ML assets no settings or visible
Material is not accessible just as the FBX. Also asset is not visible in scene preview.
5 votes3D ML assets have been updated in previous versions to support this kind of editing.
We are excited to have delivered this last year!
Thanks
AR Developer Relations
-
Edit options for Head/Face mesh
In previous versions of Lens Studio, you could select whether the eye/mouth mesh would be displayed. Now there's no way to enable/disable that.
5 votesHey Phil,
I am sure you have realized -- but I believe this has been solved in past updates.
-
Native Import Support For Gaussian Splats
Observing how the 3D industry is shifting and progressing especially photogrammetry being out performed by NeRFs and Gaussian Splats, it would be krazyy to have a native import and rendering support for richer format Splats recorded by the likes of Luma Labs AI and Polycam etc. Right now the main challenge is the 3D object export from these processing is nowhere near the quality of splats. I know it can be challenging to implement it but it would be very useful to have it in LS
4 votesWe are excited that this has been added to Lens Studio 5.0 in the latest release! Excited for you to check it out!
-
Auto Save
I've lost a lot of work because of LS 5 beta crashing before I save the project. And without backups, this really sucks
4 votesWe now have auto save in lens studio 5.0
This feature will allow you to set intervals that your project is saved over your current project file
-
Improve the Lens+ Payout UI to show monthly breakdown and payout history
The current Lens+ Payout section only shows a total payout amount and last payout date, which makes it hard for creators to track their earnings over time. It would be much more useful to show each monthly payout as a separate line item with its date and amount, along with a running total at the top. This gives creators a clearer picture of their revenue trends and makes the platform feel more transparent and creator-friendly.
3 votesThanks for the suggestion! We updated to make it easier to find monthly amounts.
-
Dynamic text display widgets
Now that ChatGPT is available in LS 5.0, we need a way to display dynamic strings easily in LS. Basically a text field that can resize itself to the length of a string.
3 votesWe actually have built an "Expanding Text Input" asset in the asset library. We hope this helps achieve this easily!
-
Outdated Template & Deprecated API - Face Expressions
Hey guys,
I was checking the Face Expression guide and noticed that it's still mentioning a deprecated API getExpressionWeightByName('MouthClose')
This API doc was updated:
But this one still uses the deprecated API:
https://developers.snap.com/lens-studio/api/lens-scripting/classes/Built-In.Expressions.html
Also, the Face Expression template available in the asset library uses deprecated APIs and gives out the warning shown in the image attached
2 votes -
Change the way mesh builder culls to a static bounding box
recently tried to build a creature procedurally with Mesh builder < https://developers.snap.com/lens-studio/api/lens-scripting/classes/Built-In.MeshBuilder.html > but was disappointed to discover that the bounding box culls automatically to a static volume. This means that the creature couldn't crawl around the world. This functionality limits many creative LS projects from happening. Allowing the boundary box to be accessed via script would help (making it a scene object) or decoupling it from a reliance on a camera target.
2 votes -
Change the color of texture generation UI buttons
I find myself clicking on the "apply" button everytime I'm regenerating a texture. That happens because the apply button is highlighted in blue, while the regenerate button is in grey.
My suggestion is to highlight both buttons in blue.
2 votesSo we had made this edit earlier this year. If you edit any of the fields after generation, "Regenerate" automatically gets refocused instead of the "Apply" button. We hope that helps you with regenerating assets a lot more quickly!
-
Broken asset: Face Landmarks
Hey all!
The Face Landmarks asset found in the Asset Library has one critical issue in the PinToFaceLandmarks.js code that happens when the tracking face is lost.
I believe this is happening because the onLandmarksUpdate event continues firing even when the face is lost.
This is the asset I'm referring to:
https://developers.snap.com/lens-studio/features/ar-tracking/face/face-templates/face-landmarksI attached an image of the error.
I also believe there are errors with the FaceLandmarksDistanceTrigger.js
1 voteHey Caio,
This issue has been fixed. thanks for reporting!
-
Bitmoji Face Animation [only] Generator
I really love animating my basic game characters using Mixamo but it's not possible to generate facial animation right now without conflicting these two. Would love a separate toggle on Bitmoji 3D where we can use generated AI facial animations and still use Mixamo.
1 voteHi!
A 3D model can have more than one Animation Player component. The animation keys will be overridden based on the component order, so you could apply a full-body animation first, then layer a Mixamo body-only animation on top.
For facial animation specifically, there are custom components like the Bitmoji Face Animator that can help.
We're also looking into adding an animation masking component, which sounds like it could be useful for your use case!
- Don't see your idea?