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Support multiple state machines in Rive component for React Native runtime
<Rive resourceName={'skills'} autoplay={true} stateMachineName="Designer's Test" />
from the docs stateMachineName property can only refer to one stateMachine. The behaviour described in the Flutter component stateMachines: ['bumpy'] with the ability to pass an array to stateMachine property
Figma/Framer-like components
Please point me in the right direction if this is possible in the editor, but I often find myself wishing I could make an artboard a component that I could spawn variants from.
I have a button that will need differing icons, but i will either have to make individual artboards to preserve the original state machine, or animate the buttons in the main scene all with differing icons.
This is fine, but the the issue arises if I want to go back and tweak how the button looks. In that situation I'd have to edit X amount of buttons with the same exact change if I want a consistent edit in my already developed project. It would be even more of a headache if it's an animation change as I would have to tweak X amount of state machines/timelines exactly the same.
I would LOVE a feature like this, and I think Figma is the poster child for this sort of feature.
Create data binding
We should be able to bind a value of the object in the Hierarchy tab to new data. When the data binding popup opens, it will be easier to use if we can create and bind a data property suitable for the value of the object selected in that popup.
Support for Global Design Tokens
Hey Rive! We would love to see support for defining Global Tokens, similar to Figma, that would allow for reusable value references across multiple animation projects in the same workspace.
For example, with Color Token support, I would be able to select text-primary in any Color pop-up and automatically have it use the #000000 color that I have added as text-primary.
It would be useful to, then, have Light/Dark mode toggling supported for the usage of these tokens. This way, I can define #000000 as my Light mode text-primary token and #FFFFFF as my Dark mode text-primary token. As of now, we have been using a boolean value to manually swap between colors for Light/Dark mode support but I could see this being supported at the editor and runtime level as Light/Dark mode is very common in mobile apps these days!
This would be most immediately helpful for defining color tokens but I could see the system also being expanded to include px sizing tokens as well (S, M, L, XL, etc.) for padding between elements.
Thanks for all that you do!
Gradient Editor Improvements
With the addition of feathering it became clear that the gradient editing, especially with multiple stops became too complicated.
ISSUE:
In Design mode there is no way to precisely place the stops - there is no output where the placement of the stops can be manipulated.
SOLUTION:
Add fields to adjust the place of gradient stops in percent of the gradient length
ISSUE
When I have a lot of gradient stops and they are near each other, it is:
(i) very difficult to grab the correct stop
(ii) it is generally difficult to work with stops since the window for the stops is pretty small so the gradient line representation is very short
(iii) when animating gradients, every time I click away to advance the timeline or move the artboard, the color window disappears.
SOLUTION:
make the window for color/gradient editing resizable, and add an ability to "pin" it so it can remain open consistently.
Please consider these improvement
Thanks in advance!
Better Unreal Insights support
Hello, I've been scouting Rive to become the foundation of my UI system for my next Unreal project. I have been trying to evaluate the performance of Rive and feel like there's a problem that needs to be solved.
Rive does not seem to be giving any details for Unreal Insights about what is expensive. Take these two screenshots for example. The first one is extremely expensive, but the second one isn't. It's hard to evaluate why the first one is expensive due to the lack of details.
For developers to understand what to do, and what NOT to do, we need numbers, and these Unreal Insights numbers aren't enough to help developers like me understand what is slow and what is fast.
Scroll needs mouse up protection
When scrolling and your finger ends up outside of the scroll area, then the finger is released, it should only send a mouse up event to the scroll area only (to release the mouse and stop scrolling) but it should not send a mouse up anywhere else, otherwise a button press can be triggered.
You can see the effect in the video below. When scrolling, suddenly the menu disappears and the main app is shown. That is because the blue button above the scroll area is accidentally clicked due to a swipe (scroll), then mouse up event outside of the scroll area.
Disable scroll bar touch
A feature to disable the scroll bar mouse/finger touch would be nice.
Why? Because I want the scroll bar present just to show the current scroll position. When scrolling, my users often accidentally touch the scroll bar instead of the list area, causing unintended opposite scroll behavior. To mitigate, I made the scroll bar very thin, but it would still be nice to disable finger touch for the scroll bar.
Squarespace support
With Rive now supported by Wix, I am desperate to know when this functionality is coming to Squarespace? Native functionality, not funky workarounds. I (as I am sure many others are) am stuck on Squarespace, and changing platforms is not an option.
Can we please get some indication of if/when this is likely to happen?
Copy or move transitions
It would save a huge amount of time (and nerves) to be able to either:
1. copy and paste transition attributes from one transition to another (duration, conditions, interpolation etc)
or
change the "anchor points" of a transition, i.e. drag the starting and end points of a transition to a different timeline.
Use case: any time I need to add a state between to connected states, and any time I make a mistake in the connection (e.g. connected to start instead of any..)
Please, please, I don't think this would be very complicated?
Read the inputs from the state machine in React Native runtime
I find it a bit confusing to not be able to read state machine inputs in React Native, only methods to set it are accessible on the riveRef.current object. In my opinion it makes separation of concerns about what should be made in the Rive editor and what should be made codewise blurry. If i'm setting some logic in the Rive editor, I find it a bit redundant to have to redo it in react using local states.
But maybe there a particular reason I'm missing for why it's designed that way ?
I'd be curious to know.
Thanks a lot for you amazing work anyways, I've gotten into Rive recently and I'm quite amazed by it 👏
Physics Feature please
Please include a physics feature so that non-coders can easily create animations, similar to what we implemented in Spline.
Inverse zoom direction
Like in Figma, I find it more intuitive when the direction is inversed when zooming in/out. I'd expect to find this option under the settings (see screenshots)
Paste multiple keyframes directly into State Machine
The ability to paste keyframes from a timeline into your state machine as new default start point.
This will mean if you have to change object properties in the state machine you don't have to copy each keyframe property individually from a timeline.
Time-reverse keyframes
The ability to select two or more keyframes and reverse the animation.
Select two or more keyframes
Right-click and select "Time Reverse."
The keyframes are swapped, reversing the animation.
Dynamics image
Hello,
aybe someone has already ask for this but that could be awesome to create dynamics image in the same way as textrun.
That could be very helpfull to update a rive without changing everything. and we could create some great project with this kind of feature. Thank you !
Scene creation/transitions
Being able to create different scenes within the same project would be very useful.
Nested artboards help, but when interactable overlap it can get visually confusing/have unintended inputs on the layers below.
I can imagine there are fixes with animating/moving hitboxes away when nested artboards appear, but a feature that would allow the seamless transitioning between artboards would be fantastic.
I would love to create a full website purely using Rive at some point, and this would definitely be a use case for that. UI menus and small Rive games can make use of this as well!
Runtime UI input system
It would be handy if UI items would support user input out of the box so that an edit box with a blinking cursor, and cursor placement works with PC and mobile keyboard input.
Animation duration accessible at runtime
It would be super handy to have access to how long each animation is in the runtime. Right now the duration is a private class and can't be accessed unless on the low-level api. Having the ability to add scrubbing based on the duration of the animation could unlock a lot of creative control!