| name | lens-studio-scripting |
| description | Reference guide for the Lens Studio TypeScript component system — covering the @component, @input, @hint, @allowUndefined, and @label decorators, the BaseScriptComponent lifecycle (onAwake vs OnStartEvent, UpdateEvent, DelayedCallbackEvent one-shot and repeating timers, TurnOnEvent/TurnOffEvent, onDestroy), accessing components with getComponent (plus null-check patterns to fix 'cannot read property of null' errors), cross-TypeScript imports with getTypeName(), NativeLogger vs print, prefab instantiation (sync and async), SceneObject hierarchy queries, and enabling/disabling objects. Use this skill whenever writing or debugging any Lens Studio TypeScript script, wiring up scene objects, or fixing 'this is undefined' or null-reference errors — platform-agnostic (works for Spectacles and phone lenses). |
Lens Studio Scripting — Reference Guide
Lens Studio TypeScript components are classes that extend BaseScriptComponent and are decorated with @component. This guide covers the patterns you'll use in every script you write.
Component Anatomy
import { SomeModule } from 'SpectaclesInteractionKit.lspkg/SomeModule'
@component
export class MyComponent extends BaseScriptComponent {
@input
@hint('Drag a scene object here')
targetObject: SceneObject
@input
speed: number = 1.0
@input
@allowUndefined
optionalAudio: AudioComponent
@input
@label('Display Name')
internalProp: number = 0
private elapsedTime: number = 0
onAwake(): void {
this.createEvent('OnStartEvent').bind(() => this.onStart())
this.createEvent('UpdateEvent').bind(() => this.onUpdate())
}
private onStart(): void {
if (!this.targetObject) {
print('[MyComponent] ERROR: targetObject not assigned')
return
}
}
private onUpdate(): void {
this.elapsedTime += getDeltaTime()
}
onDestroy(): void {
}
}
Lifecycle order reference
| Event name | When it fires | Typical use |
|---|
onAwake | Component constructs | Wire up event listeners |
OnStartEvent | Scene finishes loading | Access other components |
UpdateEvent | Every rendered frame | Per-frame logic |
DelayedCallbackEvent | After N seconds | Timers, deferred actions |
TurnOnEvent | Object becomes enabled (.enabled = true) | React to visibility on |
TurnOffEvent | Object becomes disabled (.enabled = false) | React to visibility off |
onDestroy | Scene object is destroyed | Clean up resources |
Decorator Reference
| Decorator | Effect |
|---|
@component | Registers the class as a Lens Studio component |
@input | Exposes the property in the Lens Studio Inspector |
@hint('text') | Adds a tooltip to the inspector field |
@allowUndefined | Prevents validation errors for optional inputs |
@label('Display Name') | Renames the field label shown in the inspector |
@serializeField | Persists a property value across hot-reloads in the editor (dev-time only) |
Input arrays
To expose a list of assets or objects in the inspector:
@input
myObjects: SceneObject[]
@input
audioTracks: AudioTrackAsset[]
Accessing Other Components
On the same scene object
const audio = this.sceneObject.getComponent('Component.AudioComponent')
const meshVisual = this.sceneObject.getComponent('Component.RenderMeshVisual')
On a child scene object
const child = this.sceneObject.getChild(0)
const comp = child.getComponent('Component.AudioComponent')
Accessing a custom TypeScript component on another object
Method A — @input (preferred)
@input
otherComponent: ScriptComponent
const typed = otherComponent as unknown as MyOtherComponent
Method B — TypeScript-to-TypeScript import
import { TSComponentA } from './TSComponentA'
const comp = this.sceneObject.getComponent(TSComponentA.getTypeName()) as unknown as TSComponentA
Scene Object Queries
const obj = scene.getRootObject(0).findChild('TargetObject', true)
const rootCount = scene.getRootObjectsCount()
for (let i = 0; i < rootCount; i++) {
const root = scene.getRootObject(i)
}
const obj = scene.findByName('TargetObject')
const count = parent.getChildrenCount()
for (let i = 0; i < count; i++) {
const child = parent.getChild(i)
}
const newObj = scene.createSceneObject('NewObject')
newObj.setParent(this.sceneObject)
Prefab Instantiation
@input prefab: ObjectPrefab
const instance = this.prefab.instantiate(parentSceneObject)
instance.name = 'SpawnedItem'
instance.getTransform().setWorldPosition(spawnPos)
this.prefab.instantiateAsync(parentSceneObject).then((instance) => {
instance.getTransform().setWorldPosition(spawnPos)
})
instance.destroy()
DelayedCallbackEvent (Timers)
const delayedEvent = this.createEvent('DelayedCallbackEvent')
delayedEvent.bind(() => {
print('2 seconds elapsed')
doSomething()
})
delayedEvent.reset(2)
delayedEvent.bind(() => {
tick()
delayedEvent.reset(1)
})
delayedEvent.reset(1)
delayedEvent.enabled = false
Logging
print (basic)
print('Simple message: ' + value)
print(`Template literal: ${object.name}`)
NativeLogger (prefixed, structured)
import NativeLogger from 'SpectaclesInteractionKit.lspkg/Utils/NativeLogger'
const log = new NativeLogger('MyComponent')
log.d('Debug message')
log.i('Info message')
log.w('Warning message')
log.e('Error message')
NativeLogger messages can be filtered in the Lens Studio console by prefix, which makes debugging multi-component scenes much easier.
Enabling / Disabling Scene Objects and Components
sceneObject.enabled = false
meshVisual.enabled = false
sceneObject.enabled = !sceneObject.enabled
TurnOnEvent fires after enabled is set to true; TurnOffEvent fires after enabled is set to false. Both fire on the object itself, not on children.
Custom Events
Lens Studio allows you to create named custom events and dispatch/receive them across scripts:
const event = this.createEvent('CustomTrigger')
event.bind(() => this.onCustomTrigger())
type OnScoreUpdate = (score: number) => void
class ScoreManager extends BaseScriptComponent {
private listeners: OnScoreUpdate[] = []
addScoreListener(fn: OnScoreUpdate): void {
this.listeners.push(fn)
}
updateScore(score: number): void {
this.listeners.forEach(fn => fn(score))
}
}
Note: Lens Studio does not have a global event bus — prefer callback arrays or direct @input wiring for cross-component communication.
Common Gotchas
- Never call
getComponent in onAwake — the scene may not be fully loaded yet. Use OnStartEvent.
@input arrays need a matching type annotation and are assigned from the Inspector list.
null vs undefined: Lens Studio uses null more than undefined; check with isNull(val) or val !== null.
getDeltaTime() returns frame delta in seconds — always use it for frame-rate-independent motion.
this inside callbacks: if using a plain function() {} callback (not an arrow function), this will be wrong. Either use arrow functions or assign const self = this before the callback.
- Destroying objects mid-update can cause frame errors — defer with a
DelayedCallbackEvent set to 0 delay if needed.
- Component caching: call
getComponent once in OnStartEvent and store the result; calling it every frame is expensive.
onDestroy fires on the scene object being destroyed, not when only a component is removed; if you need component-level cleanup, use TurnOffEvent or a manual teardown method.
- Script initialization order: components on the same frame initialize roughly in scene-hierarchy order. If two components in the same frame need each other in
onAwake, use OnStartEvent instead.
@serializeField only persists values in the Lens Studio editor (useful during development); it does not persist values on-device at runtime — use persistentStorageSystem for on-device persistence.