How to post a bug
Explain what's not working in detail.
Tell us what browser/desktop app/OS/runtime you're using.
Include a screenshot, video, code snippet, or a .rev backup file.
4K screen Scaling effects performance significantly
Hello,
I got a PC with Windows 11 Pro, Ver 22631.4751
RTX4090 with I5 13600KF
64Gb Ram and a 1000mb/s ssd
4k screen with 60hz refresh
Chrome latest version with no extensions activated on the site.
When I try to preview community projects in my screen with windows display setting of %150 scaling for legibility my CPU gets %100. At first I didn't know what was causing the issue but when I get back to %100 scale my problem was solved. But for daily life I cant run in %100 scale because everything get so small.
I had these issues for some time and now I was able to pinpoint what was causing the bug.
My concern is people with 4k screens in %150 scale (windows recommendation) might have problem running rive assets in the websites that they visit.
I don't have the problem with my macbook with M3 Max.
Pointer enter- and exit not functioning properly in new version of Rive
Hello, a few months ago I made a simple Rive test with a face that should start following the pointer when it enters the 'hitbox', then reset to the center when the pointer leaves again. It worked fine back then, but now the very same file is giving me issues.
It's giving me issues both in the Rive editor (application as well as on the web. Version 0.8.2378) as well as when trying to run it on the web using Javascript.
Some observations:
The file still works with the Rive Canvas version I originally used it for (@rive-app/canvas@2.24.0)
The file no longer works properly on the web when using an embed link (it did before)
The file no longer works properly on the web when I remove the version number to get the latest version (@rive-app/canvas)
In the attached file, the "pointer move" listener originally also stopped working. It started working again when re-created it using the exact same settings. This 'fix' did not work (consistently) for the pointer enter- and exit listeners.
Similar listeners are still working just fine in my other projects.
If this is a bug, I hope it gets fixed soon!
That being said, I've been loving my experiments with Rive and find myself slowly turning into a voluntary ambassador the more I learn about it. Keep up the good work guys!
Artboard irrecoverable!!
Hi,
I spent like 2 days working on an artboard, then accidentally removed it. I immediately tried to undo by all means I could, and nothing happened. I can't express how frustrated that made me feel. As a UX designer, I can attribute this mostly to the design team for not providing a free failsafe or way around this, and for letting it happen, even if stakeholders don't care. Rive is way too unforgiving. Ever heard of warnings or confirmation popups?
I have a free plan, but you can imagine that if I'm going to pay $50 for a single month to have this kind of surprise again, I'm more than hesitant to pay to upgrade my account. UNLESS, that is, that was the only way I could recover the work I lost. Is it?
I'm submitting this as a bug because, apart from not being able to undo after I deleted the artboard, I also wasn't able to bring up the artboard tool via the shortcut (A key). When I closed it and opened it again, I the shortcut was working. I don't know if these 2 are related, but I don't think it's a coincidence.
Any solutions would be appreciated.
Thanks
.riv files not displaying when parent set to display: none on page load
Hey! Not sure if this is a bug or not... Adding .riv files into Webflow... If I add my .riv file into a parent div block that has initial state display: none on page load, the Rive file does not display (a nav dropdown menu, for example, that is set to display: none on page load, when opened by click or hover, the .riv is not visible - I can see it in Inspect but it's not visible on the page)... This is also the case when my .riv files are inside Webflow tab elements (Rive files do not display in the 'not-current' tabs) and Webflow Dropdown Lists - .riv files are working fine when added to non-hidden elements, etc. NOTE: I'm using the built-in Webflow 'Rive' element, not an embed... also, this is not just a 'my project' issue but one that affects all Webflow projects
Rive Vertical scroller crashes Unreal 5.3.2
I'm using the Rive sample file for Unreal and inside I add my own rive files to test.
I'm creating a rive vertical scroller and when importing it crashes unreal 100% of the time.
I did the vertical scoller using this tutorial :
Here is the riv file. https://drive.google.com/file/d/13FwiiECiK-aGy45DZZZxW1GeCRvCSjlF/view?usp=sharing
Rive editor crashes as soon as I open my file after newest update
I've updated the Rive editor a few minutes ago and since then I can't seem to open/edit my file from the desktop app, it just crashes/freezes. I've sent the .Rev to the support email.
Thanks for your help! I've got a lot of urgent work to get done on this so I'm hoping it'll be quick 😊
William
IOS and Riv files used in UICollectionViewCell will flash when refreshed
IOS and Riv files used in UICollectionViewCell will flash when refreshed
Rive not opening in my pc.
I downloaded Rive, But it's not opening it shows the hourglass and then vanishes, but no software popup shows.
I am using Windows 11. 64 Bit.
Lottie (json) import issue
I have a json file that does not work correctly on Rive, and I also tested the file on Lottie Viewer, and it works fine. Testing in After Effect and Telegram (as a.tgs file), there are the same issues as rive not working correctly. and when I import it in AE, I see some expression code for Elastic. I don't know; maybe because of expression code, the animation does not work correctly.
And here is the Expression code
var $bm_rt; var eff, amp, freq, decay, n, n, t, t, v; try { eff = effect('Elastic Controller'); amp = div(eff(1), 200); freq = div(eff(2), 30); decay = div(eff(3), 10); $bm_rt = n = 0; if (numKeys > 0) { $bm_rt = n = nearestKey(time).index; if (key(n).time > time) { n--; } } if (n == 0) { $bm_rt = t = 0; } else { $bm_rt = t = sub(time, key(n).time); } if (n > 0) { v = velocityAtTime(sub(key(n).time, div(thisComp.frameDuration, 10))); $bm_rt = add(value, div(mul(mul(v, amp), Math.sin(mul(mul(mul(freq, t), 2), Math.PI))), Math.exp(mul(decay, t)))); } else { $bm_rt = value; } } catch (e) { $bm_rt = value = value; }
Android Native Memory Issue
Hello I have a question about the android git sample.
The Native memory increase each time When I enter the stress test activity.
I want to decrease native memory when activity is finished.
Thank you.
How to update the Nested Input in flutter?
Hi,
I tried to add nested input in Flutter by using artboard.getBoolInput(name, path). It worked at the beginning when I printed the input value. It displayed false as the default setting.
i.e. _btnInput = artboard.getBoolInput(name, path)
However, when I tried to tap on the bolean button, the animation shows but the input value kept in false. I referenced to my rive statemachine, the input value should change to false after tapping.
In Flutter, I also tried to change the input value by entering (_btnInput?.value == true;), the input value kept in false.
Does anyone know how to update the nested input value in Flutter?
Thanks.
The Latest Flutter Runtime Does Not Support "Capture Base State" Property
Context:
I am using "Blend" to define the range of "Input" values, allowing developers to precisely control the timeline by adjusting the Input.
Issue:
When Flutter developers assign values to the Input after compilation, the resulting animation does not match the effects I see in the editor. Specifically, the animation in the Flutter application appears offset relative to the Input values.
Tests Conducted:
We tested the animation and Input using the web version (with the latest web runtime dependencies), and it worked correctly without any issues.
Suspected Cause:
In the Editor: If "Capture Base State" is enabled, the timeline in the editor behaves correctly, with no offset (as expected). However, if "Capture Base State" is disabled, the timeline becomes offset, causing a mismatch with the Input values.
In Flutter Runtime: Regardless of whether "Capture Base State" is enabled or disabled when exporting the RIV file, the Flutter Runtime always shows the timeline as offset. In other words, even if "Capture Base State" is enabled in the editor, it seems like the Flutter Runtime ignores this setting and behaves as if "Capture Base State" is disabled.
Summary:
Could this issue be due to the latest Flutter runtime dependencies not supporting the "Capture Base State" property?
If so, do you plan to update the Flutter runtime dependencies to support this property by January?
Flutter can‘t package Android app that include the new feature 'Layout' riv
Application scenarios:
My rive file contains a recent new feature 'Layout', which can automatically adjust the size of the frame based on the length of my text.
Encountered problems:
When Flutter developers package, they use the latest version of Flutter dependency (V13.20). The packaging of IOS programs went very smoothly ✔; But when packaging Android programs, it will report an error ✖。
Attempted solution:
When I remove 'Artboard with Layout' in the rive editor, Android can package it smoothly
Summary:
There is an issue with your Flutter dependency (for Android), please update the Flutter dependency.
Auto layout issue
I detected an alignment bug in the auto layout. And although the texts seem centered, they are left justified in the layout.
https://drive.google.com/file/d/1QT-P9Qcd9m-zAuX7hX0JKY0yJn10Q3gf/view?usp=drive_link
Also in the “how to post a bug” section you asked us to add an attachment of the bug, but there is no button to attach files, images, and/or videos when opening a thread on this platform.
Lost All My File
I just go back after couple months and all my file in Rive disappear without any message or notification.
Any solution are there.
Layouts throwing error
As soon as I add a layout I get an error when trying to embed Rive in webpage.
canvas@2.9.0:1513 RuntimeError: null function or function signature mismatch at rive.wasm:0x7f937 at rive.wasm:0x6185a at rive.wasm:0x89222 at rive.wasm:0x8432f at rive.wasm:0x84793 at canvas@2.9.0:85:52 at canvas@2.9.0:56:105 at new Promise (<anonymous>) at h.load (canvas@2.9.0:56:24) at Rive.<anonymous> (canvas@2.9.0:1559:59)
Using Chrome but same in Firefox, Edge...
Code I'm using to embed:
<canvas id="canvas" width="1200" height="400"></canvas> </div> <script src="https://unpkg.com/@rive-app/canvas@2.9.0"></script> <script> const r = new rive.Rive({ src: "ets-header.riv", canvas: document.getElementById("canvas"), autoplay: true, stateMachines: "timeline1", onLoad: () => { r.resizeDrawingSurfaceToCanvas(); }, }); </script>
https://rive.app/community/files/15670-29560-layout-error
Revision History causes Rive to crash down
Hi, from the last update, on both windows desktop app and web app -
When trying to click on any of the Revision History options, Rive is crashing down.
It's not occurring for all projects. I can't tell for sure but the things that I might have done differently for some of these projects are: I copied and pasted a new project inside a folder; I exported the files as .riv and .rev; I opened a .rev file I've received.
I'll add more info if I find anything else.
Thanks!
Selecting a target in a listener causes it to deselect
This is a little thing but quite frustrating. So whenever I select a Listening to look for a target, when the target is selected, the listener is deselected, so I need to click on it again. Makes no sense.
audio in a nested art board is louder than its source art board?
As the title explains i have a project where i have nested three art boards into a main project art board. The audio is at the desired volume level in the source art boards. The volume level has been set in the asset panel for audio clip "Cartoon, Jump, Spring, Boing". The volume level is set to 5%. The issue is that the nested art boards sound like they are back to 100% in the main art board they have been nested in. Not sure why this is the case? Why isn't the volume set in the source art board that are nested not getting passed to the main art board. Is this a bug or a limitation in the current version of Rive?