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  1. When pressing ‘W’ to move an object, the ‘Space’ setting (World/Parent/Local) is reset to 'Parent'. When rotating with 'E', it resets to 'Local'. It would be great if a custom space setting would be remembered, ideally per SceneObject.

    2 votes

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  2. Media Picker has one big issue on phones (at least tested on iphones)

    The first image automatically triggers the media picked callback (this is not the case in studio but on device it is), so If I hook into that callback I have to block the first trigger. But then if you tap that first photo it doesn't trigger the callback so users just can't select it without first selecting another. The only work around is adding a dedicated UI button to "confirm".

    My suggestion is to either not trigger the selected event unless the user taps an item or…

    2 votes

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  3. 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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  4. I want to make a lens where a user can place content within their homes that persist between sessions.

    With today's implementation of spatial persistence I need to pre-scan a location and have it uploaded, input the location ID, and update the lens. That's a big ask for an end user.

    Please make it possible to add a way for a user to make a location scan from within another lens. It can stay on the device locally if that's needed for privacy.

    1 vote

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  5. it would be good if we could filter a specific time frame when seeing the stats of our lenses (currently we're limited to last 7 days, last 28 days and all time). This way we would be able to understand how a lens performed on a specific month.

    Also I'd love to see the graphs following this filter. They always show the last 29 days no matter what.

    2 votes

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  6. For debugging purposes, I frequently need access to the ProceduralTextureProvider.getPixels function.
    Unfortunately, it is often unavailable due to privacy restrictions:

    https://developers.snap.com/lens-studio/api/lens-scripting/documents/Privacy_Restrictions.html

    It would be very helpful if this function could be used when the Experimental API is enabled. In that context, it would not pose a security or privacy risk.

    1 vote

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  7. I love the turn based player info component, and it would be great if we could use the Bitmoji 3D head with that. If I try to just add the self Bitmoji 3D head, I get an error about it being restricted due to the network access of the turn based component. However, the turn based player info component can't do just the head, it pulls in the whole Bitmoji body.

    2 votes

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  8. create a lens with 3D need for speed car racing game with controls, break and acelator

    1 vote

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  9. This is speaking from a Windows 11 perspective. When LS 5 was first released, I could double click the icon, wait like 2 seconds for LS to open, then immediately start working.

    Right now LS still opens up in a comparable timeframe, but there is a period of time (maybe 20 seconds?) where LS is completely unresponsive (including the various pop up windows e.g. version updates and home screen). I personally would rather have a splash screen with a loading bar while LS initialized than to have it open up unresponsive for some indeterminate amount of time. Or if it…

    1 vote

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  10. 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!

    1 vote

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  11. 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.

    1 vote

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  12. 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.

    1 vote

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  13. 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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  14. 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.

    1 vote

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

    1 vote

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  16. 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'

    1 vote

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  17. 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

    1 vote

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  18. 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

    1 vote

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  19. 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.

    1 vote

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  20. 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…

    1 vote

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