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  1. 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 votes

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    1 comment  ·  Admin →
  2. for example, in position, rotation, scale, or tween fields.
    Something like:
    /2, *3, -525

    and if possible why not 👀 -20%, +10%, ...

    That would make it way easier to adjust values on the fly without manually recalculating everything!

    9 votes

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  3. Hey guys,

    I was checking the Face Expression guide and noticed that it's still mentioning a deprecated API getExpressionWeightByName('MouthClose')

    https://developers.snap.com/lens-studio/features/ar-tracking/face/face-expressions#access-the-current-expression

    This API doc was updated:

    https://developers.snap.com/lens-studio/api/lens-scripting/classes/Built-In.FaceRenderObjectProvider.html

    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

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    completed  ·  2 comments  ·  Admin →
  4. 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-landmarks

    I attached an image of the error.

    I also believe there are errors with the FaceLandmarksDistanceTrigger.js

    1 vote

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    1 comment  ·  Admin →
  5. 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

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    completed  ·  1 comment  ·  Admin →
  6. 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 vote

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    Hi!


    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!

  7. What happened to the option to spawn particles in local space? In previous versions there was a button for that. If I import an old asset I still see it. This is important so we can change the spawn position on the inspector / scene panel. Is it a bug or did it move to another place? The documentation also mention this option for both Spawn and Update, but only the last one is available.

    1 vote

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    1 comment  ·  Admin →

    Hey Caio,

    Here is a response from our team:

    thanks for reaching out and sorry for the very long delay in getting back to you. So starting with Lens Studio 5.6, we changed some things with how VFX emits particles, and that included getting rid of the Local Space option in the Spawn Container. You can still spawn in local space, it's just that for newly created VFX, you now set that option on the Update Container. All your existing VFX will continue to work the same way.

    I agree the docs are a little confusing on this topic. There's some documentation on this change here, including a mention of the Local/World Space change which you might find helpful:

    https://developers.snap.com/lens-studio/features/graphics/particles/vfx-editor/introduction-and-concepts#emitting-particles

  8. 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 votes

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    1 comment  ·  Admin →

    Thank 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…

  9. I'm going through the documentation and this page about Face Expressions shows some code lines that give "deprecated API" warnings in Lens Studio. There's also one dead link "RenderMeshVisual"
    https://developers.snap.com/lens-studio/features/ar-tracking/face/face-expressions

    This API page indeed says that "getExpressionWeightByName" is deprecated, but it doesn't say what we should use instead.
    https://developers.snap.com/lens-studio/api/lens-scripting/classes/Built-In.FaceRenderObjectProvider.html

    However this one says nothing about it being deprecated:
    https://developers.snap.com/lens-studio/api/lens-scripting/classes/Built-In.Expressions.html

    It's a bit hard to know what to use.

    1 vote

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  10. https://developers.snap.com/lens-studio/features/ar-tracking/face/face-image-picker-texture

    In the very beginning this LS 5.0 page says that the Face Image Picker Texture is deprecated and we should use Media Picker Texture instead. However, clicking on the link takes us to a page from the 4.55.1 documentation.

    It also mentions a Face Image Picker Template that is only available for LS 4.

    The page recommends the template but it provides a link to download the Face Image Picker Mesh, which is a Lens Studio Object (.lso). However it can't be imported to LS 5.

    1 vote

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    1 comment  ·  Admin →

    Thanks for calling this out Caio!

    We've updated, and it should be fixed now: https://developers.snap.com/lens-studio/assets-pipeline/2d/media-picker-texture

    You should also be able to get the asset that was in the previous template by looking for "Pizza Delivery" in the Asset Library. Or, by downloading the mesh itself from the doc you mentioned.

    By the way, in the latest release of Lens Studio, we also added a new capability, to be able to pick more than one image in case it's useful :) https://developers.snap.com/lens-studio/features/ui/camera-roll-widget

  11. As soon as I import the chain physics asset, I get a critical error and the lens stops running

    It seems to be missing PositionBasedDynamicsModule and JSMathLibraryModule

    1 vote

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  12. 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 votes

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    We 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!

  13. The AI portraits have been showing me an error since I've tried to test the feature.
    It starts with a few warnings and then turns into an error after Typescript compilation. I am using the latest Lens Studio 5.12 Build v5.12.0.25072205

    I am attaching the log file with this.

    1 vote

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  14. 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 votes

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  15. 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 votes

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  16. So with the new GenAI on lens studio being a thing, does this prevent creators from being invited to SLN? Considering the entire SLN network could be flooded with unoriginal 3D or AR projects?

    Just asking for feedback and if it is even worth it to create your own projects in hopes of becoming and OLC for Snapchat.

    1 vote

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    Hi AJ,

    We understand that there is a concern that AI tools is making lens creation more difficult.

    Here is how we view it. SLN is about finding exceptional talent that push the boundaries of their tools.

    Our primary criteria for SLN today is:

    • Technical prowess: Do you show the ability to produce lenses that show a variety of skills beyond simple lens creation?
    • Craftsmanship: Are your lenses well designed and cleanly produced?
    • Originality and Creativity: Are your lenses unique and creative? We aren’t interested in duplicate concepts. We are looking for developers who do something new and unique.
    • Professionalism: Are your communications with the Snap team and other community members representative of respect and professionalism?

    However, as AI progresses, we may also be excited by developers who show the ability to create really compelling content quickly with those tools. However, it won't stop us from rewarding the developers we…

  17. Holograms can be deposited so that people can move or play with the interactive AR object in their environment and it remains in place.

    1 vote

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  18. 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 votes

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    1 comment  ·  Admin →
  19. 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 votes

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  20. Material is not accessible just as the FBX. Also asset is not visible in scene preview.

    5 votes

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