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  1. With tools like Easy Lens and the latest AI technologies, creating and publishing lenses has become extremely fast and effortless. As a result, some creators are now releasing new lenses every hour, hoping for a “lucky viral” hit.

    This flood of low-effort content makes it much harder for high-quality, thoughtfully crafted lenses to gain visibility. Increasingly, I see genuinely impressive work receiving little to no reach simply because it gets buried.

    A straightforward way to address this issue would be to introduce limit on the number of lens submissions per creator in a certain period of time.

    14 votes

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  2. For the past ~3 months, I’ve been consistently facing an issue where lens categories are not applied after publishing.

    Regardless of the lens type (Game, 3D, ML, or Beauty), both Primary and Secondary categories remain blank on the published lens, even though the lens is live and public.

    This impacts:

    Lens discovery and reach

    Proper placement in the Games category

    Fullscreen game UX for game-based lenses

    Because of this, game lenses are not reaching the intended audience, and overall views have dropped significantly.

    This issue is occurring across multiple lenses, not just one, and seems to be unrelated to the…

    10 votes

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    Hello all,


    We have removed the ability for users to specify tags. this was intended because our moderation team follows a categorization system and is the team that makes the determination.


    We are currently working on ways to make their designations more transparent and accurate. Feel free to leave more feedback on ways that you think we can do better and we will have updates soon.

  3. We all have noticed a growing number of duplicate lenses being uploaded using identical or minimally modified files. This is especially common with popular concepts like Alien Face Sticker filters, Spiderman Masks filters, Blood Face filters, etc.

    This kind of spam reduces the overall quality of the platform and makes it harder for original creators to stand out.

    I’d suggest a few improvements,
    -Detect and remove duplicate or near-identical lens uploads
    -Issue warnings or restrictions for repeated spam uploads
    -Prioritise or highlight the original creator, possibly by upload date
    -Introduce a reporting system i.e. Google form, specifically for duplicate or…

    7 votes

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  4. It would be super helpful to add a “Lock” toggle 🔒 for Scene objects directly in the Scene Hierarchy.
    When an object is locked, it cannot be selected in the viewport and its transform (position/rotation/scale) can’t be edited avoiding accidental moves, especially for background / environment elements.

    In complex scenes, it’s very easy to accidentally select and move large background objects (BG, skybox planes, environment meshes, ...). A lock feature would significantly reduce mistakes and speed up editing!

    7 votes

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  5. Adding 3D object tracking.
    This will open up a multitude of possibilities for both community and branded lenses.

    Here's a link to a research project that fits the idea.https://facebookresearch.github.io/boxer/

    3 votes

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  6. https://fonts.google.com/knowledge/introducing_type/introducing_variable_fonts

    This would be really nice as most web fonts transition to these and will save lens space.

    2 votes

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  7. Developing for Spectacles within a mobile-first IDE creates unnecessary friction. Many mobile features are redundant or broken on the device, while essential Spectacles functions lack native integration.
    Key Issues
    • Feature Redundancy: Tools like Segmentation remain visible in the UI despite being unsupported, leading to developer confusion.
    • Lack of Native Parity: "Device Tracking - Surface Mode" doesn't work natively for Spectacles; we shouldn't need a separate placement package for a core spatial feature.
    • API Fragmentation: The shared API list is cluttered with mobile-only methods, making it difficult to identify Spectacles-compatible logic.
    Proposed Solution
    I am requesting a Spectacles-specific…

    3 votes

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  8. It would be great to add a new category in the Lens Explorer dedicated to “Followed Creators.”
    Currently, even if we follow creators, it’s difficult to keep up with their latest lenses, especially if they don’t post stories frequently. This makes it easy to miss new content.
    Having a dedicated section for followed creators would help users quickly discover and access new lenses from their favorite creators, improving both user experience and creator visibility.

    3 votes

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  9. Creators should be given a clear and specific reason whenever a Lens is flagged for not meeting Submission Guidelines, failing Creator Rewards criteria, or being otherwise restricted. Too often, these limitations are applied without justification, leaving creators frustrated and in the dark.

    4 votes

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  10. For now AI Portrait work on Snapchat app but not on web (even official Snap WebAR Link) and neither on iOS app using Camera Kit.
    This would be a very nice feature to have 🤞

    6 votes

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  11. Hello Snap team,

    As a Snapchat game developer, I spend a lot of time and effort creating fun, interactive games for users. However, I have noticed that when my games are enrolled in Lens+, they often receive fewer uses and shares compared to when they are available outside Lens+.
    Game Lenses require significant development time, programming, testing, and creative design. They are very different from beauty Lenses or AI-based Lenses, so I believe they should have a separate reward system or a different calculation model that better reflects the effort behind them.
    This would be a great way to support…

    2 votes

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  12. 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

    1. Clean restarts / state resets
      Reloading a scene is one of the simplest ways to reset gameplay state. Without scenes, developers often need to manually…

    2 votes

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  13. Currently we can import Mixamo animations or create our own to animate a Bitmoji character.

    We can also use 3D Body Tracking to drive a rigged 3D character.

    However I can't find an easy way to drive a 3D Bitmoji character with 3D Body Tracking.

    The 3D Body Tracking documentation says it's possible and references the Bitmoji 3D doc, but there's nothing there.

    https://developers.snap.com/lens-studio/features/ar-tracking/body/body-templates/3d-body-tracking#adding-a-character

    https://developers.snap.com/lens-studio/features/bitmoji-avatar/bitmoji-3d

    2 votes

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  14. In each component allow to
    Apply to prefab - save changes to only this component onto the prefab
    Revert to prefab (if component already exists on prefab)- revert only this component to the saved prefab

    2 votes

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  15. After testing Lens Studio 5 and building 5+ lenses using only Visual Scripting, I have run into a few workflow issues that slow down development and make debugging harder. Would be amazing if these can be looked into.

    • Texture Array inputs for example or a SceneObject Input lose their contents after renaming

    If I create a Texture Array input in the Visual Script graph, name it something like “TexArray1”, and fill the array, changing the input name later clears the array contents. Same happens with a Sceneobject input. the assigned object dissapears after a name change.

    It would be much…

    1 vote

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  16. It's great using the visual script graph but these nodes would be great to have.

    • A working version of WaitforSeconds subgraph

    • DoOnce node

    • Do N node

    • a node that sends an execute / trigger remotely instead of having long connection lines in the graph

    • Index Generator, with ability to take a number range like 0 - 5 etc and output a loop output, shuffle the numbers and output or random output

    • Option picker for numbers, boolean, arrays, vec2,vec3,vec4 - allows input of these types and can expand the input like sequence node but then allow the user to have an…

    1 vote

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  17. I think there's a bug with the new version of Face Swap asset (1.3.3) where the Wait for Result option doesn't behave as expected. Even with it still on and the "Swap On" set to manual, it triggers the result to output.

    1 vote

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  18. I would like to suggest the addition of a Marketplace within Lens Studio.
    This feature would allow creators to:
    • Share, buy, and sell assets such as scripts, shaders, materials, and templates.
    • Access a wide library of ready-made components to speed up development.
    • Collaborate and exchange resources within the creator community.

    4 votes

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  19. Would love to request native support for the .spz format for Gaussian Splats in Lens Studio in addition to .ply. SPZ is rapidly becoming an emerging industry standard with platforms and tools like Niantic Scanniverse and Marble Worlds adopting it for more optimized storage, faster loading, and better streaming workflows. Native SPZ support inside Lens Studio would greatly improve interoperability, reduce conversion friction, and make it much easier for creators to bring real world Gaussian captures directly into Spectacles and SnapAR experiences

    1 vote

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  20. 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.

    1 vote

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