Multiple Scenes
Lens Studio would benefit enormously from true multi-scene support for game and app development workflows.
Right now, larger projects are forced into one giant scene or awkward prefab-based workarounds. There was a Scene Manager system in the past, but it relied on scene-sized prefabs, was difficult to maintain, and has since been deprecated. For developers trying to build games or more complex interactive experiences, proper scenes would be a major quality-of-life improvement.
Why scenes matter
Clean restarts / state resets
Reloading a scene is one of the simplest ways to reset gameplay state. Without scenes, developers often need to manually reset every variable, timer, spawned object, enemy state, UI state, etc. That becomes messy fast.Better project organization
Separate scenes for:
Main menu
Tutorial
Gameplay
Pause menu
Results screen
Different maps / levels
Testing environments
This keeps projects cleaner and easier to maintain.
Loading & performance optimization
Only load what is needed. A menu scene should not need gameplay assets loaded. A small tutorial scene should not carry a full boss fight’s content in memory.Team collaboration / Git workflows
Multiple developers working in one project can work on different scenes rather than constantly touching the same master scene file and causing merge conflicts.Multiple levels / experiences
Some experiences naturally need multiple spaces or levels. While dynamic instantiation is useful, forcing everything into runtime spawning is often slower to build, harder to debug, and less intuitive than authoring levels directly.Faster iteration & testing
Jump directly into a combat test scene, UI sandbox, or performance benchmark scene without loading the whole project.
About persistent data between scenes
A concern raised is “how do you know what carries over?”
That is already solved in many engines:
Default behavior: scene-local data is destroyed on load
Optional persistent/global objects for intentional carryover
Explicit saved state systems
Developer-controlled scene transitions
This is a feature, not a problem. Many developers want scene changes to clear state by default.
Suggested implementation
Additive or single-load scene options
Persistent global manager objects
Async scene loading
Scene transition callbacks
Build settings / scene order list
Editor play-from-selected-scene support