rive-unity libraries not producable from rive-cpp
I am looking to expand on the capabilities provided by the rive-unity
package, however the binaries which are provided in the rive-unity
package are not producible from the rive-cpp
repo, as the native bindings present in the rive-unity
package do not exist in built libraries.
An example of one of the native bindings would be:
rive-unity/package/Runtime/SMIInput.cs at f76a495e59ce19dca0cae1216108968c6cb2d2a4 · rive-app/rive-unity (github.com)
Right now it is impossible to change or make contributions to expand upon simple functionality such as exposing values. The rive-unity
github is also unfortunately not at all managed with issue count growing.
Can we please have instructions, if my assessment is correct, on how to produce the binaries so functionality can be expanded for rive-unity
(Web.js Rive Runtime Error when Cleanup) Uncaught BindingError: cannot call emscripten binding method Artboard.bounds getter on deleted object.
I'm an animator trying to integrate Rive into our Web.js game. Our file using a single riv file with 2 artboards, one for the loading screen and one for the result after finishing the quiz test, After finishing the loadingscreen animation I try using the cleanup() or cleanInstances() to clear the first animation, but seem like Rive still trying to access the artboard which lead to this error. Someone on Discord already have this problem before so I wonder is there a fix for this yet.
The files is attached below for debug.
Thank you in advanced
I'm using Window and my Developer using Mac, we both got same error
Animate path of logo
I want to animate the path of my logo
I removed a 350kb PSD, replaced it with 70kb vector and my .riv file got over 100kb bigger
I added a duckhunt2.psd to my Rive file and added its layers to my artboard. According to the assets panel, the PSD was 350kb.
I removed the relevant elements from my artboard and deleted the PSD from my assets. In its place I added a 70kb vector. My .riv file went from the mid 400's to over 600kb.
Is it possible that the PSD only got removed from the assets panel, but is still being bundled with the .riv? Rev and Riv attached.
Optimise selected animation curve(s)
Would it be possible to add a tool that can optimise selected regions of animation curves (i.e. removing unneeded keyframes where a value isn't changing, or optionally maybe even curve-fitting to reduce the number of keys)? Currently I'm doing this manually to help trim the .riv file size down when an animation's finished and ready for runtime, but it'd be nice to have an automated way of doing it to save time and avoid accidentally deleting something important.
Apologies if such a feature already exists and I've just missed it!
Support for Wonderland Engine
Using Rive for UI elements in the Wonderland engine just like Unity and Unreal.
https://wonderlandengine.com/
Random Values
It would be great to be able to use randomness in some way. Maybe through conditions, or setting a seed to pick an event/trigger/timeline/frame at random.
Pro Five Star Review
https://rive.app/community/files/9625-18398-pro-five-star-review/
Javascript detect screen size then pass numeric input to Rive.
Can I use javascript to detect the browser size. For example, if the browser is smaller than 560 then I want to pass the number '2' to Rive. In Rive if the number 2 is passed then show a mobile version of my animation. If browser is bigger than 960 then I pass the number 1 to show the desktop version of my animation.
Last and final version of YOU F.O : code-less game fully made in Rive.app
String Input for StateMachine
Our team is currently testing on some entering Player Name and return Player Name with Rive Animation. Do we have any upcoming plan to add string input for our StateMachine? I'm sure it would be really helpful for many use cases.
How to detect device viewport size? (Responsive breakpoints)
Is there a way to detect the device viewport size in Rive? For example, if its less then 560 wide then show a mobile version of animation. Thanks.
WIP Flying Saucers: RIP Flying Saucers
https://rive.app/s/cXalv2IbHUuJUqPu7pBFcw/
Here is an updated version of my experiments with Aliens :)
Website break points listeners
Please add listeners to detect the screen device width. Example (desktop 1200, tablet 767, mobile 479). This could allow us to make full blow websites using nothing more that Rive.
This hitbox is too small
Sorry, not necessarily a bug, but also not exactly a feature request:
I always missclick the little chain icon for linking/unlinking property values.
It would be great to make that button or click area a bit larger.
Initial Values Runtime React Don't Work
When doing the suggested way to set initial values for an animation at runtime, 'rive' is still null and i cant set the initial values.
I even tried this way, but it only works about 70% of the time.
Master On off buttons
https://rive.app/community/files/9228-18158-master-on-off-buttons/
Asset Randomizer for NFT projects
New to rive, How would creating permutations with Rive be possible? Similar to this:
Clipping with nested artboard
I would like to create an interactive grid with clipped picture. Is it possible to use a nested artboard (a simple solid gray rectangle) as a clip for an object? I can't handle it. If i create with separately clipped and developed parts, it works, but not with nested clip parts.
(The original file is a 3x3 grid, i remade it in 2x2 for less work.)
This is what i'd like to achive: https://rive.app/s/HVsIYeC8xEi756FEdOPSXg/
Original rev file attached below.
Launch a Listener from Runtime
In Rive you can have a Listener which when triggered ,which sets a bunch of input and fires events. I want to launch this listener from the runtime without having to re-create all the logic as that is bug-prone and hard to maintain.
I guess the ability to fire events from runtime will solve this issue also.