Runtime Asset Swapping
You can dynamically swap assets in your Rive animations at runtime using the CustomAssetLoaderCallback
. This lets you change fonts, images, or audio files while your Rive file is playing, making it possible to create dynamic visuals.
Setting Up Asset Loading
To swap assets at runtime, provide a callback when loading your Rive file:
File.Load(Asset asset, CustomAssetLoaderCallback customAssetLoaderCallback); File.Load(TextAsset asset, CustomAssetLoaderCallback customAssetLoaderCallback); File.Load(byte[] riveFileByteContents, CustomAssetLoaderCallback customAssetLoaderCallback);
Your callback will be invoked whenever the runtime needs to load an asset. The callback should return true
if you've handled the asset loading, or false
to let the runtime handle it using the default loading behavior.
Here's an example showing how you might swap a font at runtime:
private FontOutOfBandAsset m_fontOobAsset; private File m_file; private bool OobAssetLoaderDelegate(EmbeddedAssetReference assetReference) { FontEmbeddedAssetReference fontEmbeddedAssetReference = assetReference as FontEmbeddedAssetReference; if (fontEmbeddedAssetReference != null) { fontEmbeddedAssetReference.SetFont(m_fontOobAsset); return true; } return false; } private void Start() { m_fontOobAsset.Load(); m_file = Rive.File.Load(asset, OobAssetLoaderDelegate); } private void OnDestroy() { m_fontOobAsset.Unload(); m_file.Dispose(); }
Asset Types
You can swap these types of assets at runtime:
FontOutOfBandAsset
: For font filesImageOutOfBandAsset
: For image filesAudioOutOfBandAsset
: For audio files
Asset Reference Types
When handling assets in your callback, you'll need to check the type of the EmbeddedAssetReference
before setting the asset. Each asset type has its own reference class with specific setter methods:
private bool AssetLoaderDelegate(EmbeddedAssetReference assetReference) { // Handle font assets if (assetReference is FontEmbeddedAssetReference fontReference) { fontReference.SetFont(myFontAsset); return true; } // Handle image assets if (assetReference is ImageEmbeddedAssetReference imageReference) { imageReference.SetImage(myImageAsset); return true; } // Handle audio assets if (assetReference is AudioEmbeddedAssetReference audioReference) { audioReference.SetAudio(myAudioAsset); return true; } return false; }
Memory Management
When working with runtime asset swapping, we recommend following these best practices:
Always call
Load()
on your Out-Of-Band asset before using it in the callbackDispose of resources properly:
Call
Unload()
on your assets when they're no longer neededCall
Dispose()
on the Rive file when you're done with it