Rive’s new Layout feature lets you design resizable artboards with built-in responsive behavior, configured directly in the graphic. Just set a Fit of type Layout at runtime and the artboard will resize automatically. Optionally, provide a Layout Scale Factor to further adjust the scale of the content.
For more Editor information and how to configure your graphic see Layouts Overview.
The Alignment property will not have an effect when the using a Fit of type Layout.
Check the Feature Support page to see if this feature is already supported for your runtime.
Set Fit to Fit.Layout - this will automatically scale and resize the artboard to match the canvas size when calling resizeDrawingSurfaceToCanvas().
Optionally set layoutScaleFactor for manual control of the artboard size (scale factor).
Subscribe to window.onresize and call resizeDrawingSurfaceToCanvas() to adjust the artboard size as the canvas and window changes.
Subscribe to device pixel ratio changes and call resizeDrawingSurfaceToCanvas() to ensure the artboard updates correctly on various screen densities. For example, when dragging the window between multiple monitors with different device pixel ratios.
<style> body { background: #f0f0f0; margin: 0; overflow: hidden; } canvas { background-color: red; display: block; width: 100vw; height: 100vh; }</style><canvas id="riveCanvas"></canvas><script src="https://unpkg.com/@rive-app/canvas@latest"></script><script> const rive = new Rive({ src: "your-rive-file.riv", autoplay: true, canvas: riveCanvas, layout: new Layout({ fit: Fit.Layout, // layoutScaleFactor: 2, // 2x scale of the layout, when using `Fit.Layout`. This allows you to resize the layout as needed. }), stateMachines: ["State Machine 1"], onLoad: () => { computeSize(); }, }); function computeSize() { rive.resizeDrawingSurfaceToCanvas(); } // Subscribe to window size changes and update call `resizeDrawingSurfaceToCanvas` window.onresize = computeSize; // Subscribe to devicePixelRatio changes and call `resizeDrawingSurfaceToCanvas` window .matchMedia(`(resolution: ${window.devicePixelRatio}dppx)`) .addEventListener("change", computeSize);</script>
Set Fit to Fit.Layout - this will automatically scale and resize the artboard to match the canvas size when calling resizeDrawingSurfaceToCanvas().
Optionally set layoutScaleFactor for manual control of the artboard size (scale factor).
Subscribe to window.onresize and call resizeDrawingSurfaceToCanvas() to adjust the artboard size as the canvas and window changes.
Subscribe to device pixel ratio changes and call resizeDrawingSurfaceToCanvas() to ensure the artboard updates correctly on various screen densities. For example, when dragging the window between multiple monitors with different device pixel ratios.
<style> body { background: #f0f0f0; margin: 0; overflow: hidden; } canvas { background-color: red; display: block; width: 100vw; height: 100vh; }</style><canvas id="riveCanvas"></canvas><script src="https://unpkg.com/@rive-app/canvas@latest"></script><script> const rive = new Rive({ src: "your-rive-file.riv", autoplay: true, canvas: riveCanvas, layout: new Layout({ fit: Fit.Layout, // layoutScaleFactor: 2, // 2x scale of the layout, when using `Fit.Layout`. This allows you to resize the layout as needed. }), stateMachines: ["State Machine 1"], onLoad: () => { computeSize(); }, }); function computeSize() { rive.resizeDrawingSurfaceToCanvas(); } // Subscribe to window size changes and update call `resizeDrawingSurfaceToCanvas` window.onresize = computeSize; // Subscribe to devicePixelRatio changes and call `resizeDrawingSurfaceToCanvas` window .matchMedia(`(resolution: ${window.devicePixelRatio}dppx)`) .addEventListener("change", computeSize);</script>
Optionally set layoutScaleFactor on RiveViewModel for manual control of an artboard’s scale factor.
To enable automatically determining the scale factor, set .layoutScaleFactor to RiveViewModel.layoutScaleFactorAutomatic. This is the default value; it is equivalent to -1. When set, Rive will listen for window and screen changes for the view model’s view, and automatically apply the correct scale factor for the current view hierarchy.
let viewModel = RiveViewModel(fileName: "...")viewModel.fit = .layoutviewModel.layoutScaleFactor = RiveViewModel.layoutScaleFactorAutomatic // Allow Rive to determine the scale factorviewModel.layoutScaleFactor = 2.0 // Or, explicitly set the scale factor
Alternatively, use a reference to the RiveAnimationView and set the fit property to LAYOUT:
val animationView = findViewById<RiveAnimationView>(R.id.my_view)animationView.fit = Fit.LAYOUT
To adjust the scale factor of the contents, use the layoutScaleFactor property. This is nullable, so by default, it will use the density as reported by resources.displayMetrics.density. You can override this to any positive float value, or return control to the system by resetting to null:
// Force a set scale factoranimationView.layoutScaleFactor = 2.5f// Reset to system controlanimationView.layoutScaleFactor = null
Additionally, the artboard size can be controlled by using the width and height properties. resetArtboardSize() can be used to return these values to their defaults:
// Force a certain artboard sizeanimationView.controller.activeArtboard?.width = 1000fanimationView.controller.activeArtboard?.height = 1000f// Reset the artboard size to defaultsanimationView.controller.activeArtboard?.resetArtboardSize()
If the graphic doesn’t use Rive’s Layout feature, you can configure the layout with other Fit options and Alignment settings. See the sections below for more information on Fit and Alignment.
Use the Layout object to configure Fit and Alignment. See Fit and Alignment below for all enum options.
<div> <canvas id="canvas" width="800" height="600"></canvas></div><script src="https://unpkg.com/@rive-app/canvas@latest"></script><script> // Fill the canvas, cropping Rive if necessary let layout = new rive.Layout({ fit: rive.Fit.Cover, }); // Fit to the width and align to the top of the canvas layout = new rive.Layout({ fit: rive.Fit.FitWidth, alignment: rive.Alignment.TopCenter, }); // Constrain the Rive content to (minX, minY), (maxX, maxY) in the canvas layout = new rive.Layout({ fit: rive.Fit.Contain, minX: 50, minY: 50, maxX: 100, maxY: 100, }); const r = new rive.Rive({ src: 'https://cdn.rive.app/animations/vehicles.riv', canvas: document.getElementById('canvas'), layout: layout, autoplay: true }); // Update the layout r.layout = new rive.Layout({ fit: rive.Fit.Fill });</script>
Use the Layout object to configure Fit and Alignment. See Fit and Alignment below for all enum options.
<div> <canvas id="canvas" width="800" height="600"></canvas></div><script src="https://unpkg.com/@rive-app/canvas@latest"></script><script> // Fill the canvas, cropping Rive if necessary let layout = new rive.Layout({ fit: rive.Fit.Cover, }); // Fit to the width and align to the top of the canvas layout = new rive.Layout({ fit: rive.Fit.FitWidth, alignment: rive.Alignment.TopCenter, }); // Constrain the Rive content to (minX, minY), (maxX, maxY) in the canvas layout = new rive.Layout({ fit: rive.Fit.Contain, minX: 50, minY: 50, maxX: 100, maxY: 100, }); const r = new rive.Rive({ src: 'https://cdn.rive.app/animations/vehicles.riv', canvas: document.getElementById('canvas'), layout: layout, autoplay: true }); // Update the layout r.layout = new rive.Layout({ fit: rive.Fit.Fill });</script>
Use the Layout object to configure Fit and Alignment. See Fit and Alignment below for all enum options.
Set layout attributes for Fit and Alignment on the Rive component directly. See Fit and Alignment below for all enum options.
import Rive, { Alignment, Fit } from 'rive-react-native';export default function Simple() { return ( <ScrollView> <Rive fit={Fit.Cover} alignment={Alignment.TopCenter} resourceName="truck_v7" /> </ScrollView> );};
The current Rive Flutter runtime does not support Fit.Layout. The next major release will support this which will be a breaking change.
The fit and alignment options behave like their counterparts in Flutter (see BoxFit and Size as examples).
Bounds options are absent; Flutter’s layout engine and options are the preferred way to handle positioning Rive content.
// Fill the canvas, cropping Rive if necessaryvar widget = const RiveAnimation.network( 'https://cdn.rive.app/animations/vehicles.riv', fit: BoxFit.cover,);// Fit to the width and align to the top of the canvaswidget = const RiveAnimation.network( 'https://cdn.rive.app/animations/vehicles.riv', fit: BoxFit.fitWidth, alignment: Alignment.topCenter,);
See values and descriptions in the sections below for Fit and Alignment. The runtime provides the following enums to set on layout parameters:
The following example shows how to set layout parameters and switch them at runtime:
class LayoutViewController: UIViewController { @IBOutlet weak var riveView: RiveView! var viewModel = RiveViewModel(fileName: "fancy_rive_file") override func viewDidLoad() { viewModel.setView(riveView) } @IBAction func fitButtonTriggered(_ sender: UIButton) { setFit(name: sender.currentTitle!) } @IBAction func alignmentButtonTriggered(_ sender: UIButton) { setAlignment(name: sender.currentTitle!) } func setFit(name: String) { var fit: RiveFit = .contain switch name { case "Fill": fit = .fill case "Contain": fit = .contain case "Cover": fit = .cover case "Fit Width": fit = .fitWidth case "Fit Height": fit = .fitHeight case "Scale Down": fit = .scaleDown case "None": fit = .noFit default: fit = .contain } viewModel.fit = fit } func setAlignment(name: String) { var alignment: RiveAlignment = .center switch name { case "Top Left": alignment = .topLeft case "Top Center": alignment = .topCenter case "Top Right": alignment = .topRight case "Center Left": alignment = .centerLeft case "Center": alignment = .center case "Center Right": alignment = .centerRight case "Bottom Left": alignment = .bottomLeft case "Bottom Center": alignment = .bottomCenter case "Bottom Right": alignment = .bottomRight default: alignment = .center } viewModel.alignment = alignment }}
The animation view can be further customized as part of specifying layout attributes.
riveFit can be specified to determine how the animation should be resized to fit its container. The available choices are NONE, FILL, CONTAIN, COVER, FIT_WIDTH, FIT_HEIGHT, SCALE_DOWN, and LAYOUT.
riveAlignment informs how it should be aligned within the container. The available choices are TOP_LEFT, TOP_CENTER, TOP_RIGHT, CENTER_LEFT, CENTER, CENTER_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER, and BOTTOM_RIGHT.
See more about these values and meanings in the sections below.
Specify the layout values in your Resource layout:
Fit determines how the Rive content will be fitted to the view. There are a number of options available:
Layout: Rive content will be resized automatically based on layout constraints of the artboard to match the underlying view size. See the above for more information on how to use this option.
Cover: Rive will cover the view, preserving the aspect ratio. If the Rive content has a different ratio to the view, then the Rive content will be clipped.
Contain: (Default) Rive content will be contained within the view, preserving the aspect ratio. If the ratios differ, then a portion of the view will be unused.
Fill: Rive content will fill the available view. If the aspect ratios differ, then the Rive content will be stretched.
FitWidth: Rive content will fill to the width of the view. This may result in clipping or unfilled view space.
FitHeight: Rive content will fill to the height of the view. This may result in clipping or unfilled view space.
None: Rive content will render to the size of its artboard, which may result in clipping or unfilled view space.
ScaleDown: Rive content is scaled down to the size of the view, preserving the aspect ratio. This is equivalent to Contain when the content is larger than the canvas. If the canvas is larger, then ScaleDown will not scale up.
The bounds for the area in which the Rive content will render can be set by providing the minimum and maximum x and y coordinates. These coordinates are relative to the view in which the Rive content is contained, and all must be provided. These will override alignment settings.