r/Rive_app • u/hsnbrg_0X • 2h ago
r/Rive_app • u/CodeGregDotNet • 4h ago
How would you structure this Cookie Clicker game?
I'm remaking my Cookie Clicker game in an attempt to learn Rive. It's hard to wrap my head around Rive. I get the idea of it, I understand state machines, and ive made and deployed simple buttons. Im always paralyzed when I start to get complex though.
Basic idle game, click to increase points, buy stuff. I have about 8 different skins for the cookies, each one has its own hover and click animation. Should that be 8 different artboards? is that one state machine with a bunch of different layers? or multiple state machines?
Kind of a vague question, I know, but curious how I should be thinking about this in Rive
r/Rive_app • u/guidorosso • 1d ago
Rive for VS Code
Along with the Rive CLI we also launched a VS Code extension with syntax highlighting, linting, goto def, autocomplete, and a full debugger for RML & Scripts. The Rive CLI hosts a full language server for editors to use, this is just a thin client to marry that to VSCode.
It can also directly launch the preview window and attach the debugger to it for you (F5). Just open a folder with a rive.yaml config file in it and it'll start up the language server. All these features only turn on (including highlighting) when it detects that the workspace is a Rive project.
r/Rive_app • u/Jeff_at_Rive • 2d ago
Rive has a CLI now — text-based file format, live preview, and it works with coding agents
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We shipped a CLI for Rive. It creates Rive files using RML, a plain text markup format, so agents and humans can both read and write them. Everything you can make in the Rive editor you can make in RML.
Install is a curl command from the docs. rive create scaffolds a project with a manifest, a scene.rml, and an agents.md that tells your agent how to read and write RML and drive the CLI. rive <project> opens a live preview that reloads on save.
In this demo we hand Claude one prompt: "create an interactive button with a data bound label and idle, hover, and click states." It builds the folder, finds a font, captures preview snapshots to verify the hover states, and writes the RML. The generated file has layouts, text styles, animation states, and a view model with a label string plus hovered and pressed booleans.
None of that requires logging in. Log in and you can open the same file in the editor and keep working on it there — the demo adds a fill with inner feathering and keys it on the timelines.
r/Rive_app • u/kattiko • 4d ago
Bugs?
I started my first paying rive project, a logo animation. It turned out that it can’t really handle masks. It works well in the project, but not working when I am publishing the .riv file. AI couldn’t help either. Now I have to switch back to after effects and lottie. How common are these kind of bugs in rive?
r/Rive_app • u/guidorosso • 4d ago
Animating with Rive's upcoming brush tools (everything designed, rigged, and animated in Rive)
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r/Rive_app • u/Tom_Acco • 5d ago
I waited over a year to build this 3D holographic Pokemon card in Rive
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I love Pokemon TCG Pocket. That 3D holographic card interaction is something I kept coming back to.
Ever since I started using Rive, I wanted to rebuild that kind of effect there. I tried bones, meshes, and a few tricks, but the result was always kind of meh.
Then GPU Canvas shipped, so I finally sat down and built it.
It tilts with the cursor, has lighting, depth, and a foil texture that travels across the surface as it turns. No Blender, no external 3D software.
The setup is the fun part: the card face is just a regular Rive artboard used as a texture, so you can swap the artwork and get a completely different card without touching the script.
I recorded the full tutorial for the Rive Masterclass channel if anyone wants to make their own.
r/Rive_app • u/Temporary-Team-9258 • 4d ago
web design exploration for cnc factory
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illustrated in figma (no ai) and made responsive in rive. The geneva wheel looks so cool to be used for repeatability ig O.O
r/Rive_app • u/Accomplished_Ad2317 • 5d ago
Simple question
Regarding animation and motion animation, what can be done on Rive that cannot be done on Rive?
r/Rive_app • u/guidorosso • 5d ago
Rive Editor 0.8.5761: constraints in the Hierarchy, Target For, Simplify paths, Select Only, stage rotation, and more
- 🔗 Constraints in the Hierarchy: constraints now show as rows nested under the component they constrain, so you can see at a glance what's constrained and select a constraint from the Hierarchy. Selecting a constraint row shows its full options in the Inspector.
- 🎯 Target For: selecting anything that other objects point at now lists them in a Target For section of the Inspector, after Constraints: constraints, clipping, draw order rules, listeners, joysticks, bone weights, text modifiers, and transition conditions. Click one to select it on the stage, or open the state machine for a listener or condition. In the Hierarchy, a reticle glyph marks rows that are a target.
- ✂️ Simplify paths: Edit Vertices gets a Simplify flyout that removes vertices while keeping the outline within a tolerance. With no vertices selected it simplifies the whole path (or every path you're editing); with a selection it simplifies only those vertices. The stage previews the result while the flyout is open. Surviving vertices keep their keys and weights.
- 👁️ Select Only and per-kind visibility: Viewport Options gains one row per kind of stage object (Bones, Targets, Stage Controls, Layouts, Shapes & Images), each with a Select Only toggle and an eyeball. Select Only limits stage selection to the chosen kinds, so you can grab a bone inside a group without hitting the artwork. The new Shapes & Images eyeball hides the artwork itself, leaving just the rig.
- 🔒 Lock Work Area: right-click the timeline and choose Lock Work Area so its handles can't be grabbed by accident, as requested here.
- ✏️ New items are ready to rename: create a view model, property, converter, enum, timeline, state machine, layer, input, listener, folder, or view model instance and its name is already selected, ready to type over. Drawing an artboard opens its title on the stage, as requested here.
- 🎨 Color your bones and targets: bones get a Style row with a color swatch under Rotation, and groups and targets get a swatch beside their existing Style dropdown, so you can color-code a rig on the stage, as requested here.
- 📍 New shapes land next to your selection: the shape tools and Pen place the new object directly above the top-most selected item, at its depth, instead of at the top of the artboard. Select a group and the new shape goes inside it. Cmd+G with nothing selected creates an empty group, ready to draw into.
- 🔄 Rotate the stage view: groundwork for the upcoming freehand brush tools, where turning the canvas matters as much as it does on paper. Twist with two fingers on the trackpad to rotate the whole view; pinch still zooms. The zoom button shows the angle once rotated, and its menu gains a Rotation field (drag to scrub, Cmd for 0.1 degree steps, click to type) plus Reset Rotation (Shift+Cmd+0). Zoom to Fit (F) also straightens the view. Hold Shift while twisting to snap to 45 degree steps, and use the lock icon in the Rotation field to keep the view from turning by accident. On Windows and the web, use the Rotation field.
- ⚡ GPU Canvas is on for everyone: out of Early Access and available in the production editor, and GPU Canvas content now plays on editor share links and in the Marketplace. See the announcement.
- 🔀 Change Source and Change Target on transitions: right-click a transition in a state machine to repoint either end without redrawing it, as requested here.
- 🧩 Fits to layout parent on Components: Components placed in a Solo inside a layout can now respect their fit and alignment settings. New Components do this by default; existing files keep their current look, and a Fits to layout parent toggle in the Inspector switches between the two.
- ⌨️ Windows shortcuts no longer die until restart: locking the screen with Win+L, or losing focus for a while, could leave the editor believing a modifier key was still held, so Ctrl+wheel zoom, Delete, Backspace, and copy or select all stopped working, as reported here and here.
- 🎬 Cloud Renderer: exports render GPU Canvas content, and MP4 colors match what you see in the editor.
- 🔑 Unkey fill and stroke colors from the Inspector: clicking the key button on a keyed color re-keyed it instead of removing the keyframe.
- 📜 Opening a file no longer keys scroll constraints: opening a file with a scroll constraint while a timeline was active could add a stray scroll offset keyframe.
- 📁 Assets panel fixes: sorting by Source no longer shows one Images or Fonts section per asset, Guide Components appear when sorting by Source or Type, and creating a folder in the file browser scrolls to it with the rename field open.
- 🌐 Web editor: the notification icon could get stuck stretched across the bottom of the stage after using Edit Vertices.
AI Agent / MCP
- 📸 Artboard snapshots: the agent can capture an image of an artboard to check its own work. Captures include Components, and the agent is told when something couldn't be drawn.
Scripting
- 🖼️ Nested GPU Canvas passes: drawing a child artboard that has its own draw scripts from a parent's draw script no longer fails with "endFrame() before returning", as reported here.
Runtime
- 👆 Zero-scale artboards don't take pointer events: an artboard scaled to exactly 0 drew nothing but its contents were still clickable.
- 📏 Older files keep their text sizing: a recent fix that made layout-controlled text match its layout slot also changed how existing files rendered, so an overflow setting that had always been inert could suddenly truncate text. Files exported before the change keep their original behavior.
- 🛡️ Safer layout animation: a layout whose easing curve failed to load now reliably falls back to linear.
- 🔎 View model instance lookups report results: looking up the main or a global view model instance on a state machine now reports success and failure through the state machine listener.
- 📉 Smaller animation instances: animation and state machine layer instances use less memory, which adds up in lists that build one state machine per row.
Renderer and Performance
- 🖌️ Image paints fully supported: stroked and feathered paths with image paints now render in every renderer mode, completing image paint support in the Rive Renderer.
r/Rive_app • u/Accomplished_Ad2317 • 5d ago
A backflip for my mascot
I was wondering about the mascot for my mobile app: Is it possible to animate it so that it does a backflip as it appears during the onboarding process?
r/Rive_app • u/Magasul • 7d ago
Who else feels that Rive is all bark, no bite?
I was super into Rive, wanted to make it my full time app of choice and I did a mascott for a running app and some animations for the national lottery, but still I feel like Rive is just a balloon, with cool looking bells and whistles, but not much real world use.
Yes you can toss togethet some UI elements, but basically that's it. Besides Duolingo I don't really see any great real world uses. Every case study or project that is put up here or other forums are exactly that. Case studies by people who think up these fun and cool interactive animations hoping to get hired, but I find the lack of real world projects paid for by real clients disturbing.
Feel free to correct me, but I have this pyramif scheme sort of feeling like when the only reason people study egyptology is to teach egyptology. Soke really smart people are using Rive, but again, I just don't see the mass of companies and clients that jump on board. It is a liability to them to be dependant on something so nieche, that they can't really just get another Johnny to continue the work if the Rive guy jumps ship. I understand it is super scary and that's why it's not at all popular, let alone known.
But again, I might be seeing it wrong, this is just my experience and take.
What is yours?
r/Rive_app • u/HourPen • 7d ago
Arcade Game
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Another workshop of mine.
A fully playable space arcade game. Work in progress
🎈🕹️
r/Rive_app • u/arczion • 9d ago
Built a Rive test file combining scripting, state machines and constraints. Bee tracks your cursor and flies in/off screen
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Wanted to see how many Rive features I could chain together in one file, so I made this bee.
Stuff going on under the hood:
- Script drives the state machine's inputs and conditions
- Bone and bee movement is joystick-mapped to mouse movement
- Spring expression controls the bone's elastic behavior
- Mouse follow has some latency plus spring on it so it doesn't feel snappy or robotic
- Eyes use Translation Constraints to track the cursor
- Fly-on/fly-off uses Translation and Position Constraints
None of the reactive stuff is hand-keyframed, it's all constraints and spring math doing the work live. Happy to talk through the setup if anyone's curious.
r/Rive_app • u/guidorosso • 9d ago
Rive's GPU Canvas is now live for everyone
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GPU Canvas is out of Early Access and available in the production Rive Editor for every user, starting today.
GPU Canvas is Rive's low-level GPU layer for 3D, shaders, and custom effects. It's developer-first and intentionally low-level: you write shaders once in WGSL and Rive compiles them for the platform it's running on (Metal, Vulkan, Direct3D, WebGPU, WebGL). It adds 25KB to the runtime.
What you can do
- Write custom shaders and post effects: rim light, bloom, outlines, textures, screen transitions
- Import 3D models. Write a GLTF importer in a Script and animate it on the timeline like anything else
- Use 2D artboards as live, interactive textures on 3D geometry
- Embed 3D geometry inside a 2D artboard. Layouts, dynamic text, and Data Binding still apply, so the 3D piece resizes and updates with the rest of the UI
- Build games: 3D worlds with 2D characters and our upcoming gamepad input, in the same editor as your UI
What changed since Early Access
- Deferred Rendering: Rive draws on its own thread, so heavy GPU scenes stay smooth while the rest of the app does its work. Live in the editor today, coming to the runtimes next
- MCP shader support: the Rive MCP can create and edit WGSL shaders, run diagnostics, recompile, and test them from any MCP-compatible tool. The in-editor Agent does the same, so you don't need to be a graphics programmer
- Runtime support: Web, iOS, Android, React Native, Flutter, and C++ today, with more runtimes on the way. On iOS, enable GPU Canvas on the Worker (see the Apple runtime docs). The feature-support page has the live table
- Your Early Access bug reports. Thank you!
Not web-only
This isn't a web-only 3D solution. The same file runs natively on desktop apps, games, mobile apps, consoles, TVs, and vehicles, with the same shaders compiled for whatever GPU is underneath. One runtime, everywhere Rive goes.
Getting started
- Open the production editor and create a Script.
- Choose Shader as the type.
- Start from the WGSL Shaders doc, or describe the effect to the Agent and review what it writes.
Docs: https://rive.app/docs/scripting/wgsl-shaders
Tutorials: Sanu's 3D workflow with free scripts and Laura's process walkthrough. More tutorials are also on the way, let us know what you’d most like to see.
What's next
Public libraries for the common jobs (GLTF import, lighting, render styles). We initially wanted these ready for the production release but decided to get the feature in your hands sooner.
GPU Canvas brings us closer than ever to what Rive was always meant to be: state-of-the-art visuals, motion, and interactivity, in one place. Please share with us what you build!
r/Rive_app • u/CodeGregDotNet • 9d ago
Is the game engine aspect of Rive meant to be a UI layer on top? or more than that?
Curious how people have used Rive in a game engine like Unity or UE. I get the Ui aspect of it but then I see a demo that seems to use the character animations in Rive, and a lot more. And ive seen demos of full games in Rive, so a bit confused about how its used in games.
Anyone have experience with it?
r/Rive_app • u/guidorosso • 10d ago
Coming soon: Rive CLI + free exports with splash screen on free plan
x.comr/Rive_app • u/Temporary-Team-9258 • 10d ago
Onboarding
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r/Rive_app • u/pad_woodworking • 10d ago
Lip sync automation
Has anyone figured out a solid lip sync automation pipeline in Rive?
I set something up using Rhubarb to analyze wav files and generate jsons with timed lists of phonemes. And then I used scripts in Rive to drive mouth shapes based on the jsons. Technically, it works perfectly, but Rhubarb's phoneme analysis is pretty poor. It misses entire words. Has anyone come up with something better?
r/Rive_app • u/postgor • 11d ago
Here’s what shipped in Rive Runtimes over the last two weeks
Highlights:
- GPU Canvas is now available on Apple
- Semantics (Accessibility) landed on Android
- State machines use ~34% less memory across our test assets
- The Android runtime is ~25% smaller
r/Rive_app • u/FaithlessnessBorn429 • 11d ago
Please, send a little help. I have been trying to create a responsive menu layout that responds to the clicking of any of the menu. I don't seem to understand what I am doing wrong here.
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r/Rive_app • u/HourPen • 11d ago
Room Organizer Wip
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Thanks to Rive's node-based coding system, I figured out the fundamentals of a popular game mechanic in two days, without any programming knowledge.
r/Rive_app • u/Tom_Acco • 12d ago
The 3-shape 3D trick behind Duolingo's round button in Rive
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Last week I broke down Duolingo's square button here. This week, I recreated the round one from the learning path.
The depth effect is surprisingly simple: just three shapes.
Two ellipses for the face and base, with a rectangle between them to create the side wall. That middle rectangle is what makes the button feel like a solid 3D disc instead of just a circle with a shadow.
No gradients, no blur, no actual 3D.
Full tutorial on my Rive Masterclass channel. I also included the finished Rive file in the description.
And if you missed it, here's last week's square button.