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Using rive in flutter
Export the parent artboard in rive. The parent artboard contains multiple child artboards. The exported riv file is run in flutter. Only the content of the main artboard is displayed, and the child artboards are not displayed correctly.
I'm running using mac and flutter and ios simulator
Right click in Rive on a Mac
Hello, I have the mandate to test Rive for my company, everything works well except the right click. Sorry if this is easy. Holding "control" while clicking doesn't seem to be working in Rive on my Mac. I'm using the desktop app. I also tried on the web version and the problem persists. I'm trying to duplicate a timeline and I can't get my right click, I saw on YouTube that it works, is it because I don't have the paid version of Rive?
Please help me
Thanks
Multiple canvas breaking mouse listeners
I'm trying to create an interaction of two separate Rive elements. When holding the badge element on the left, it toggles a boolean on the fire pit element on the right, which should allow it to show an animation whenever a mouse is hovered over this. But, it doesn't seem to recognize the mouse listener when I'm already holding the badge element.
I have a feeling this is caused by the fact that these are two canvases layered on top of each other. Is this true? Is there a way I can circumvent this so that the listeners on both Rive elements are functional?
I included both the .rev file and web project for reference.
Exposed State Machine Inputs Work in Rive Editor but Are Empty in Runtime (SvelteKit)
Hi everyone,
I’m using SvelteKit and working with a Rive file where a child artboard (Mouth
) has a state machine (LipSync_StateMachine
) exposed to the parent artboard (Character
).
In the Rive editor everything works perfectly. However, at runtime, when I try to access the state machine inputs from the parent artboard, the inputs array is empty.
If I access the child artboard directly, the inputs work fine, but they aren’t accessible through the parent artboard.
What I’ve Tried:
Verified artboard and state machine names match the Rive file.
Logged all artboards and state machines.
Confirmed that the state machine is properly exposed in Rive.
Issue:
State machine inputs work in the child artboard but not in the parent, even though they’re exposed.
Has anyone experienced this issue or knows how to fix it?
Thanks in advance for your help! 🙏
Rive animation not appearing for engineer
I'm working on an interactive element with a statemachine that uses imported lottie animations. The engineer I'm working with is having trouble getting it to appear on their end. They're using React Native and they were able to test an example .riv file that wasn't mine and it did show up. I can see the animation in the app and and when I view it through the share link. Is someone able to help me with troubleshooting this issue?
Help with controlling Rive animation playback from Webflow
I have six Rive animations that I want to appear one after the other as I scroll and each animation should start playing after they fully appear. As animation 1 fades away, animation 2 fades in, starts playing and so on. I want it to work the other way too when I scroll back up, animation 2 fades away, animation 1 fades in and starts playing. How can I achieve this?
Is it possible to input text in languages other than English?
I'd like to type in Japanese and possibly other languages in the Rive editor, but when I tried typing in Japanese, it only shows the alphabet. I want to know if there's any way to make this possible.
Additionally, when developers input Japanese (or other languages) for text runs, does it display the actual text, or does it also only show the alphabet?
Thanks for your support!
Exporting Animations Without Embedded Fonts
I’ve created three animations, all of which include text using the Inter font. However, when I export the animations, the font is embedded in the file, significantly increasing its size.
How can I export the animations without embedding the font? Additionally, how can I configure the animations to use the website’s default body font instead?
Layout automatic width (or height)
I know how to set a layout to stick to some xy relative to the canvas or parent. And if, for example, I resize it will update the position and, if set, it will respect a minimum height or width. But it is possible to have a layout adjust the non constrained axis? so if the height is limited or adjusted (because you set the top and bottom margin) right now the width stays as is, is it possible to have it automatically change to respect the original aspect ratio that it had in edit mode?
Updating Exposed Nested Artboard Inputs in Unity?
How can I update the inputs of an exposed nested artboard? I have tried doing a format like: "Artboard2.OnOff" for a test nested artboard where the artboard is called "Artboard2" and the input is a bool called "OnOff".
Any advice?
Help with Final-Stage Click Redirects in Framer UI Animation
Hello! Thank you in advance for your help. I'm working with a UI animation in Framer and facing an issue. I have a menu of three dots that grow on hover; when clicked, they grow further and reveal text (which I’ll call the "final stage"). I’d like each dot to redirect to another part of my website (or even an external site) when clicked in this final stage. Right now, I can interact with the animation in Framer, but I'm unsure how to set up this final click to trigger the redirect. Each dot should behave the same way. Any guidance would be greatly appreciated! (Please let me know if this kind of threads are allowed since it involves another software, if not I can kindly remove it)
Note: this UI is only a testing version, dots will be replaced by icons further, right now I am just trying to figure how to solve this technical issue.
-.1st stage
-.2nd stage
-3rd stage
4th stage
And from here I want to click once more and redirect to another site on Framer, I am not sure if I have to edit the code or there is an specific to import to framer.
these are the only controlers I have on Framer
Adjusting dynamic text size to fit within artboard width
Hello! Thank you in advanced for the help!
I am trying to create an animated text bubble and was wondering if there's a way to ensure that the text always fits within the artboard and scales appropriately.
For example, this is what it looks like when the text is short enough to fit in the original artboard:
When the text gets too long, it looks like this:
The desired behavior is for it component to scale down to fit the artboard, so something like this:
I'm not sure if this is something that is configurable in Rive or within the code. I tried messing with both and haven't had much luck. In my test Flutter app, when the text gets too long, it ends up overflowing the parent container despite this configuration:
import 'package:flutter/material.dart'; import 'package:rive/rive.dart'; extension _TextExtension on Artboard { TextValueRun? textRun(String name) => component<TextValueRun>(name); } class RiveSample extends StatelessWidget { const RiveSample({super.key}); @override Widget build(BuildContext context) { return Scaffold( body: Center( child: SizedBox( width: 300, height: 80, child: RiveAnimation.asset( 'assets/rive/text_wave_effect.riv', animations: const ['Timeline 1'], fit: BoxFit.fitWidth, onInit: (artboard) { final textRun = artboard.textRun('TimeRun1')!; textRun.text = 'HELLOOOOOOOOOOOOOOO!!!!!!!!!!!!!!'; }, ), ), )); } }
Thank you again! I'm new to Rive (just started playing around with it this week). It's super cool and looking forward to learning more. :)
Edited: to add larger code snippet and app screenshot.
Joystick/Transform issue with Embed Links/Code
Hello all, there was an issue/bug with joysticks that would cause them to be misaligned and not be constrained, in parent artboard, this was fixed in the Editor, yet it still persists when generating a share link as an embed file or embed code. The sliders are still off and floating around. I've attached a screenshot of an embed file directly from Rive.
Changing colors on click
I'm struggling with the best way to change colors on click, when embedded in a website. This is the project
https://rive.app/community/files/14498-27330-week-46/
I'd like the user to be able to change colors of the numbers when clicking. I thought this project might be a good reference, https://rive.app/community/files/2753-5927-skins-demo/
but these are all different animation timelines. I was hoping there was a better way to do this, other than creating a timeline for each new color variation.
Any ideas? Thank you.
Repeat trigger without stopping previous animation
I want to build a Like button where you can tap the button multiple times. Each time you tap the button a random animation plays. However, when I tap the button too fast the previous animation stops. How would you set this up? 🤔
Here is a rough example: https://rive.app/s/rVYLFTX_kE2XIgb67kIAMw/
Unhandled Runtime Error
My animation works on Rive app without any problem but when I send it to the developers for using on our website, then get this error:
Unhandled Runtime Error TypeError: Cannot set properties of undefined (setting 'loaded') Call Stack Rive node_modules/@rive-app/canvas/rive.js (5106:1) Next.js
Code:
'use client'; import { Rive, useRive } from '@rive-app/react-canvas'; import radar from './public/Radarfinal.riv'; const RadarAnimation = () => { const { RiveComponent, RiveRef } = useRive({ src: radar, autoplay: true, onLoadError: () => console.log("ERROR LOADING Radar"), }); return ( <div style={{ width: '100%', height: '100%' }}> <RiveComponent ref={RiveRef} /> </div> ); }; export default RadarAnimation;
(project) could not be compiled. Try rebuilding from source manually.
Hi, Im trying to launch the sample project and I also tried with a brand new project and im still getting this error. Any help will be appreciated.
Can't listen to the artboard's events after reset()
Hi, I'm facing a problem. I change the artboard at runtime using the reset() method, but after switching to the new artboard, I can't listen to the artboard's events - web, any ideas?
Load rive file from custom location
I'm using the iOS SDK v6.1.
In my app I'm downloading a rive file from a remote server. However creating a RiveViewModel
with a name tries to load a bundled .riv
file. Is there a way to use a custom file path to load the file?
Alternatively I can also let the SDK handle the download and initialize the view model by using RiveViewModel(webURL:)
. However this initializer doesn't seem to have the customLoader
to replace assets in runtime. Additionally using this initializer crashes with main (1): EXC_BAD_ACCESS (code=1, address=0x20)
when trying to configure it:
struct MyArtboardView: View { let viewModel: RiveViewModel init(viewModel: RiveViewModel) { self.viewModel = viewModel do { try viewModel.configureModel(artboardName: "myArtboardTitle") } catch { Logger.log(.error, "Rive: \(error)") } } var body: some View { viewModel.view() } }
This does not crash when using a locally bundled rive file and using the fileName
initializer.
So my question is: Is there A: a way of using a custom path to load a local rive file, or B: a non crashing way of loading a rive file using webURL
that also allows for a AssetLoader
closure.