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JS API assetLoader not including embedded assets
I have a Rive file that has a mix of both embedded assets (fonts) and referenced assets (images) being used. I use an asset loader when I've detected that there's some external assets included.
const config = {
// ...config
...((externalAssets.length > 0) && {
assetLoader: handleAssetLoad
}),
};
riveInstance = new Rive(config);
If I've marked the fonts in the Rive file as "Embedded" and the images as "Referenced", am I able to use the assetLoader only for the images? Currently, it seems like the runtime will only let you use one or the other, i.e. if I have any referenced assets and have added assetLoader to the instantiation, its assuming all of my assets are referenced and doesn't load the fonts. Am I doing something wrong?
nested artboard doesn't work
I made a work using a nested artboard. I set it as remap on the timeline but it doesn't work. What is the reason for this, can you help me?
Runtime error: cannot get/set useStateMachineInput when triggering a function from riveEvent
I am building a game in Rive, with rive-app/react-canvas
👉 I have a function (handleNext
) that fires an event (nextTrigger.fire();
) from React to rive.
✅ It works well when I trigger it it by pressing an HTML button outside of rive.
‼️ But when I trigger it after receiving an event from rive (riveEvent.data
), it cannot get the useStateMachineInput (nextTrigger
) and an error occurs (TypeError: Cannot read properties of null (reading 'fire').
I have spent hours trying to find a fix with no success. Would love to get some help 🥺
const nextTrigger = useStateMachineInput(rive, "Game", "nextTrigger"); useEffect(() => { if (rive) { rive.on(EventType.RiveEvent, onRiveEventReceived); } }, [rive]); const onRiveEventReceived = (riveEvent) => { const eventData = riveEvent.data; if (eventData.name === "eventJump") { handleNext(); } }; const handleNext = () => { console.log("FIRE!"); nextTrigger.fire(); };
Voyager account suspended
My account has been suspended due to exceeding the file limit:
But the Voyager account provides unlimited files - so why might I be seeing this??
Thanks.
RiveFormatErrorException
Trying to add rive to flutter but I get thrown the riveformaterrorexception. Not sure what I am doing wrong. I added the file to preview and it worked well and also in the rive app it worked. It doesn't let me publish the rive however. Need help figuring this out.
FUI/HUD type of work
Would this type of work be suitable for rive, because I always do the heavy work in illustrator and animation in after effects. (Never create ui work after effects, it's always done in illustrator, seen some cool ui work form rive but not sure if that was all created rive or imported vector art).
So can you import all the vector art from illustrator into rive to be animated there. I mostly just overload plugin to animated shaped layers form, does rive do something similar by converting the vector art into shape layers?
Also how complex can the vector get before importing to rive? This is the type of work I do (there a lot 3d there as well)
https://www.eoinderoeoshea.com/#/reel/
Will the existing Rive links continue to work if I cancel my subscription?
Will the existing Rive links continue to work if I cancel my subscription?
For example, we have a project on Webflow where we use links to animations. If I cancel the subscription, will the animations still display?
Issue regarding restarting animation based on Trigger in Unity.
Hello,
I am trying to create a countdown animation and play it in Unity using a trigger.
I find the correct Trigger using:
restartTrigger = m_stateMachine.GetTrigger("onRestart");
And I'm able to start playing it using:
restartTrigger.Fire();
However if I want to fire the trigger again later on it doesn't start the animation again.
In the Rive Animation Editor I made sure the Animation State switches to an empty state based on the duration of the animation in milliseconds. And this all seems to work perfectly in the preview (also restarting the animation multiple times).
So my question is:
How can I make the trigger play the animation again in Unity?
Kind regards,
Gerard
Fittar
How to control default view of Rive file
I have a Rive animation that starts with a single search text box. Then, letters are typed into the box (via the animation) and 3 search results slide in. When the Rive initially loads on my site, I noticed that it is showing all contents of my artboard (the search text box and the three results) but I actually want it just to show just the search box (that is, the first frame of the animation). How do I change that? (Apologies, I'm relatively new to Rive!)
Character equipment help!
Hello, Im having a bit of trouble figuring out why my files not working.
I've made a character that has a body animation:
- Idle state
- Celebration (trigger input)
- Dance (boolean input)
This character has equipment:
- Ball - 4 options (number input)
- Bat - 4 options (number input)
- Pads - 4 options (number input)
- Gloves - 4 options (number input)
The body animations and inputs work as expected but the equipment is not visible depending on different number combinations or layer order.
I'm not sure if it is because of the state machine layer order, design hierarchy or something else. I've done a bunch of reading docs trying to figure it out and have had no luck. Any help is hugely appreciated.
https://rive.app/s/tBzSgm9dZkOldIdNy7YfMA/
Setting up the Artboard size
I love new layout feature but I have some unanswered questions in my head. I use Rive while designing mobile apps.
So arboard size is something that is bothering me a lot, even before the layout or N slicing feature. Let’s say that I’m trying to build dynamic button or simple card with dynamic content. This button/Card has to adapt according to the screen size. How should I start here? Should artboard size align with desired component size? What if button exceeds the artboard size and clipping is off?
Is there an option to ignore the artboard in the code and to detect only the button/card itself?. I'm trying to figure out how can I handover the work to the development team and where do I need them to?
I hope I explain my problem right. Thank you in advance
Goran
Rive Editor Missing Buttons (options like Lock layer, tag etc)
Hi there, i think i have missed some options in Rive Editor. I have just started a course for Rive, and see that my Editor Interface differs from that ones i see in Official tutorials and FAQs, for example i don't have a "Lock Layer" option in Hierarchy Tab, same as Tag icon may be something else
I have downloaded Rive from official site https://rive.app/downloads
Rive Version:
Beta v 0.8.2233 R (Windows app and Browser Editor)
Free version
Windows version:
Browsers used:
Chrome Version 131.0.6778.86 (Official Build) (64-bit)
Arc Browser. Based on Chromium version 131.0.6778.86 (Official Build) (64-bit)
Microsoft Edge Browser. Version 132.0.2957.11 (Official build) stable app, beta channel (64-bit)
Rive Editor Screens without Lock, tag button (may be something else is missed, i have just started a course):
I have even tried to create a new Rive account to this issue, and it looks same:
Please can you help me somehow =)
.riv not loaded (played)(local test)
Hi! First of all thank you for your work.
I have an issue: I have created a small animation to do a test and downloaded the.riv on my computer. (Mac OS 11.7.6)
I have put the .riv file (1kb) in my images folder. Then I copied a code example that I founded on Rive website, in my html file. But when I loaded the page, I could not see anything. (firefox 132.0.2)
<canvas id="canvas" width="1200" height="600"></canvas>
<script src="https://unpkg.com/@rive-app/canvas@2.20.0"></script>
<script>
const r = new rive.Rive({
src: "images/untitled.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>
I guess I missed something ;)
Thank you in adavance for your help and keep the doing amazing work!
Nico
Failed to upload .rev files
Hi Rive Support,
I’m encountering an issue when trying to upload .rev files to Rive. When I drag and drop any .rev file, it starts loading as usual, but at the end, I receive an error message that says:
“Failed to upload file: [Filename.rev]”
I’ve tried multiple files, even the smallest ones, but the issue persists. Could you please assist me in resolving this?
Thank you for your help!
Scaling image layout, while keeping image proportions
Hi there.
I'm struggling to make a responsive layout that uses images.
In this situation here: https://imgur.com/a/W9VTS8F
It's easy to keep the image centred in the layout. However once the artboard shrinks beyond the size of the image (as in Artboard 3) I want the image to scale, keeping it within its artboard - while keeping it's proportion.
How do I achieve this effect?
Thank you!
Gradient Following Path Transformations in Rigging
When rigging arms and legs of a character, if a gradient is applied to a Path, the gradient does not follow the movement when the bone or controller is manipulated.
I tried converting the Path to a Shape, but while a Path maintains its thickness, the Shape fails to preserve its form in joint areas, causing deformation and shrinking in the bending regions.
Please consider adding a feature that allows gradients to follow Path transformations during rigging.
Teams and payment
I noticed that if two people who have a paid account, want to collaborate using Teams, the person creating the team has to pay again for the other person. Is this a bug or is this intended? Seems a bit strange. In the meantime I made a free workspace for myself and added a team member to that, which works. But I doubt that this is the intended way of doing things.
Edit:
I got an answer from the Rive team:
You have to pay to add people to a team, even though everyone already has a paid subscription. Bummer.
Pointer Interactions in Unity URP
Hello, I managed to get my rive file working on URP through a Rawimage in a canvas, but I'm struggling to figure out pointer interactions with the image, sadly the Minion example does not have any leads on how to implement 2D canvases/UIs which is kind of concerning considering the main purpose of rive is UI.
Any leads or pointers would be greatly appreciated, I'm really interested in implementing rive into our pipeline production.
Animate from click point of origin
I would like to create an interface that allows me to click anywhere on a page and based on the location I click, a comment box would animate.
How can I ensure the comment box animates from the location of the click?