Web (JS)
JavaScript/WASM runtime for Rive.
Overview
This guide documents how to get started using the Rive web runtime library. The runtime is open source and available in this GitHub repository. This library has a high-level JavaScript API (with TypeScript support) and a low-level API to load in Web Assembly (WASM) and control the rendering loop yourself. This runtime allows you to:
Quickly integrate Rive into all web applications (Webflow, WordPress, etc.)
Provides a base API to build other web-based Rive runtime wrappers (React, Angular, etc.)
Support advanced use cases by controlling the render loop (web-based game engines)
Quick Start
See our quick start example.
This example only demonstrates loading a .riv file resource in various ways and creating a Rive instance. The other sections detail more advanced use cases.
Getting started
Follow the steps below to integrate Rive into your web app.
The following instructions describe using the @rive-app/canvas
package. Rive provides web-based packages like WebGL, Canvas, and Lite versions.
See this section for guidance on which package is the correct choice for your use case.
1. Install the dependency
We recommend always using the latest version. The versions listed below and in the examples may differ from the latest.
Add the following script tag to your web page (we recommend using a specific version to ensure compatibility):
<script src="https://unpkg.com/@rive-app/canvas@2.20.0"></script>
This will make a global rive
object available, allowing you to access the Rive API via the rive
entry point:
new rive.Rive({});
1. npm
npm install @rive-app/canvas
2. pnpm
pnpm add @rive-app/canvas
3. yarn
yarn add @rive-app/canvas
4. bun
bun add @rive-app/canvas
Importing
// Import the entire module under the global identifier `rive` import * as rive from "@rive-app/canvas"; // Alternatively, import only the specific parts you need import { Rive } from "@rive-app/canvas";
Not using Rive Text and Rive Audio? Consider using @rive-app/canvas-lite which is a smaller package variant.
2. Create a Canvas
Add a canvas element to your HTML where you want the Rive graphic to be displayed:
<canvas id="canvas" width="500" height="500"></canvas>
3. Create a Rive instance
To create a new instance of a Rive object, provide the following properties:
src
: A string representing the URL of the hosted.riv
file (as shown in the example below) or the path to the public asset.riv
file. For more details, refer toon how to properly use this property. artboard
- (Optional) A string representing the artboard you want to display. If not supplied the default is selected.stateMachines
- A string representing the name of the state machine you wish to play.canvas
- The canvas element where the animation will be rendered.autoplay
- A boolean indicating whether the animation should play automatically.
<script> const r = new rive.Rive({ src: "https://cdn.rive.app/animations/vehicles.riv", // OR the path to a discoverable and public Rive asset // src: '/public/example.riv', canvas: document.getElementById("canvas"), autoplay: true, // artboard: "Arboard", // Optional. If not supplied the default is selected stateMachines: "bumpy", onLoad: () => { r.resizeDrawingSurfaceToCanvas(); }, }); </script>
The resizeDrawingSurfaceToCanvas
method ensures that the Rive animation is correctly scaled to fit the dimensions of the specified canvas element. By default, the canvas rendering surface might not match the exact size of the <canvas>
element defined in your HTML, which can lead to blurry or incorrectly scaled graphics, especially on high-DPI or retina displays.
Calling this method adjusts the internal drawing surface so that the animation is rendered with crisp detail, matching the pixel density of the canvas. This is particularly important when:
The size of the canvas changes dynamically (e.g., if it is resized due to responsive layouts).
You want to ensure the animation remains sharp, regardless of device or screen resolution.
Best practices:
Call after load: It's recommended to call
resizeDrawingSurfaceToCanvas
inside theonLoad
callback to ensure that the Rive asset has been fully loaded before adjusting the drawing surface. This prevents any rendering issues.Handling window resize: If your canvas size changes during the user's interaction (such as when resizing the browser window), you should also listen for window resize events and call
resizeDrawingSurfaceToCanvas
to re-adjust the rendering surface:
window.addEventListener("resize", () => { r.resizeDrawingSurfaceToCanvas(); });
This way, the Rive animation will continue to look sharp and correctly scaled as the canvas size changes.
Complete example
Bringing it all together, here's how to load a Rive graphic in a single HTML file.
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Rive Hello World</title> </head> <body> <canvas id="canvas" width="500" height="500"></canvas> <script src="https://unpkg.com/@rive-app/canvas@2.20.0"></script> <script> const r = new rive.Rive({ src: "https://cdn.rive.app/animations/vehicles.riv", canvas: document.getElementById("canvas"), autoplay: true, // artboard: "Arboard", // Optional. If not supplied the default is selected stateMachines: "bumpy", onLoad: () => { // Ensure the drawing surface matches the canvas size and device pixel ratio r.resizeDrawingSurfaceToCanvas(); }, }); </script> </body> </html>
Loading Rive files
See this example for the different ways to load in a .riv file, the options are:
Hosted URL: Use a string representing the URL where the
.riv
file is hosted. Set this as thesrc
attribute when creating a new Rive instance.Static Assets in the bundle: Provide a string with the path to a publicly accessible
.riv
file within your web project. Handle.riv
files just like any other static asset (e.g., images or fonts) in your project.Fetching a file: Instead of using the
src
attribute, use thebuffer
attribute to load anArrayBuffer
when fetching a file. This is useful when reusing the same.riv
file across multiple Rive instances, allowing you to load it only once.Reusing a Loaded File: Use the
rivFile
parameter to reuse a previously loaded Rive runtime file object, avoiding the need to fetch it again via thesrc
URL or reload it from thebuffer
. This can significantly improve performance by eliminating redundant network requests and loading times, especially when creating multiple Rive instances from the same source. Unlike thesrc
andbuffer
parameters, which require parsing under the hood to create a runtime file object, theriveFile
parameter uses an already parsed object, including any loaded assets. See Caching a Rive File.
For more details, refer to the src
property.
4. Clean up Rive
When working with a Rive instance, it's important to properly clean it up when it's no longer needed. This is especially necessary in scenarios where:
The UI containing Rive animations is no longer needed (e.g., when a modal with Rive graphics is closed).
The animation or state machine has completed and will not be shown or run again.
Under the hood, Rive creates various low-level objects (such as artboard instances, animation instances, and state machine instances) in C++, which need to be manually deleted to prevent memory leaks. If not cleaned up, these objects can consume unnecessary resources, potentially impacting your application's performance.
Fortunately, the high-level JavaScript API simplifies this process. You don't need to track every object created during the Rive instance lifecycle. Instead, you can clean up all associated objects with a single method call.
To clean up a Rive instance and free up resources, simply call the following method on your Rive instance:
const riveInstance = new Rive({...)); ... // When ready to cleanup riveInstance.cleanup();
Rive runtime concepts
Learn how to interact with your Rive graphics during runtime.
Additional Rive web resources
More in-depth Rive web documentation and advanced use cases.
Examples
Basic gallery app
Tracking mouse cursor
Simple skinning
Connecting to page scroll
Playing state machine only when scrolled into the user's viewport