What problem does it solve? Building multiplayer, colocated AR lenses for Spectacles requires correctly wiring SpectaclesSyncKit's session lifecycle, ownership model, storage properties, and prefab instantiation — a process where silent runtime failures (missed ownership claims, desynced state, misplaced content) are common without a proven recipe. ## Core Features & Use Cases - Complete SyncKit API guidance: Covers SessionController, SyncEntity, StorageProperty, Instantiator, SyncTransform, networked events, and the notifyOnReady readiness gates with verbatim API names. - Copy-paste TypeScript recipes: Ready-made components for name tags, host-only and per-player spawners, scoreboards, collectibles, turn-taking games, synced timers, ownership-transfer game pieces, and persistent/transient spawners. - Pitfall prevention: Documents mock-preview asymmetries, host-gating decisions (doIOwnStore vs isHost), late-joiner handshakes, and setup checks like disabling the bundled Examples object and verifying targetPlatform. - Use Case: Build a two-player colocated AR board game where each player drags shared pieces with cooperative ownership transfer, a synced scoreboard tracks both teams, and late joiners discover existing peers automatically. ## Quick Start Use the specs-sync-kit skill to set up SpectaclesSyncKit in my Lens Studio project and create a per-player name tag that floats above each user's head in a shared session.