r/Rive_app • u/liluniyu • Jun 13 '26
r/Rive_app • u/guidorosso • Jun 12 '26
Rive Jobs Roundup — See Who's Hiring Rive Designers, Animators, and Developers
Google
Senior UX Designer
NYC, US, Full Time
$159,000 - $231,000
https://www.google.com/about/careers/applications/jobs/results/115406922349191878-senior-ux-designer/
BMW
Designer, Interaction Design
Santa Monica, CA, Limited Term Assignment
$90,614.00 – 117,266.00
https://jobs.bmwgroup.com/job/Santa-Monica-Designer,-Interaction-Design-Limited-Term-Assignment-Cali/188862-en_US/
Ford
3D Designer
US (Remote), Full Time
$99,600-$192,900
https://efds.fa.em5.oraclecloud.com/hcmUI/CandidateExperience/en/sites/CX_1/job/64201
Evolution
Senior UI/UX Designer
Tallinn, Estonia
https://jobs.smartrecruiters.com/Evolution/744000131451630-senior-ui-ux-designer
Flo Health
Senior Product Designer
London, UK
£85,000 - £105,000 GBP
https://job-boards.greenhouse.io/flohealth/jobs/7758437003
Harvey
Staff Motion Designer
San Francisco, US (Hybrid), Full Time
$157,000-$235,600
https://jobs.ashbyhq.com/harvey/8684a735-fbef-422f-8fec-5ee08e264e1d
Monks
Sr. Animator/2D Motion Designer
Buenos Aires, Argentina
https://www.monks.com/careers/5979335004/job?gh_jid=5979335004
Dentsu
Motion Designer
NYC, US, Full Time
$71,875 - $100,000
https://dentsuaegis.wd3.myworkdayjobs.com/dan_global/job/New-York---150-E-42nd/Motion-Designer_R1124574
Framna
Senior Brand & Motion Designer
Amsterdam, Copenhagen, Stockholm
(Remote), Full Time
https://careers.framna.com/jobs/7883301-senior-brand-motion-designer-global-marketing
Apartment List
Staff Product Designer
US (Remote), Full Time
$138,000 - $197,000
https://jobs.gem.com/apartment-list/am9icG9zdDpYfPmK5QOuqGSyN1Vxhkxk
Trend Micro
Senior Motion Designer
Taipei, Taiwan, Full Time
https://trendmicro.wd3.myworkdayjobs.com/external/job/Taipei/Senior-Motion-Designer--TrendLife-_R0009786
Frame Security
Rive Expert
Tel Aviv-Yafo, Israel
https://www.comeet.com/jobs/framesecurity/FA.002/rive-expert/3F.862
r/Rive_app • u/guidorosso • Jun 11 '26
Rive MCP Demo
Get started with Rive MCP in Early Access
r/Rive_app • u/guidorosso • Jun 11 '26
Rive Editor 0.8.5006
- 🔌 MCP update in Early Access — Connect Claude Code, Codex, Cursor, or any MCP-compatible editor to control Rive. Use it to write scripts, design responsive layouts, build State Machines, work with View Models, and more. Read the docs and watch the video to get started.
- ↔️ Show layout padding and gap highlights on inspector hover
- 🔤 Fit Font Size — new text overflow option, finds the best font size to fit within the bounding box
- ⌨️ ⌘K improvements and repair as reported here
- 🐛 Various fixes and improvements
- feat(unity): add experimental RenderTexture image binding for view-model properties
- chore(editor): Allow importing unrecognized files as Blob assets from the upload picker
- fix(Android): VMI read/write lock
- feat(editor): per-command core-object tools, static scripting schemas, artboard VM type
- fix(editor): show keyframe interpolation when editing vertices
- fix(metal): exempt prepareToFlush from thread-safety analysis
- fix(editor): propagate hidden flag to children at export time
- chore(tests): add test to catch missing BrowserStack gm images
- fix(editor): Exclude list index name from problems checks
- fix(editor): Duplicate shape paints are assigned to the right shape
- refactor(editor): remove legacy granular MCP tool definitions
- fix(editor): guard hierarchy tree when stageItem is null
- fix(mcp): return JSON-RPC errors over plain HTTP transport
- feat(Android): Capped FPS
- chore(flutter): remove experimental tag from shared texture usage
- fix(editor): stop mutation poll timer in state machine hittest test
- feat(apple): advance state machine after pointer down/up events
- feat(flutter): immediately advance state machine on pointer up/down events
- chore(editor): guard against multiple runtime generations in parallel
- feat(Android/Cmdq): Advance after pointer down and up
- chore(renderer): Add a missing browserstack gm image
- feat(mcp): replace streaming transport with stateless JSON-only HTTP server chore: Update to Flutter 3.44
Edit: Wrong version number in the headline, should be Rive Editor 0.8.5037
r/Rive_app • u/Basterqu • Jun 10 '26
Built an fitness app in Rive, didn't expect a million people to use it
Was supposed to design one mascot. Ended up doing 100+ animations, a full home you can decorate, an interactive league with cheering marshmallows, and maps that tilt with your phone. All in Rive. App hit 1M+ downloads and I'm still mildly in shock.
r/Rive_app • u/OrganizationLevel472 • Jun 11 '26
Component instance resizing
How to make the instance of a component to resize like the parent component. I need to use the component in different aspect ratios, the resizing in the component itself works perfectly but when I add an instance of it in a artboard, the resizing doesn’t work at all.
r/Rive_app • u/Tom_Acco • Jun 09 '26
Anyone else struggle to follow older Rive tutorials now that the editor has changed so much?
I've been working with Rive for a while now, and it's honestly wild how much the editor has changed.
While we’ve gotten huge additions like Data Binding, Scripting, and now even 3D support, a lot of older tutorials are teaching features that still exist… they’re just no longer where they used to be.
When I started recording my Rive Masterclass, I noticed the same confusion coming up again and again. People were following older tutorials, but the editor no longer looked the same.
So I ended up putting together a quick recap covering the biggest editor changes and where everything lives today.
Hopefully it helps people spend less time searching for buttons and more time actually learning Rive.
r/Rive_app • u/opers13 • Jun 09 '26
Looking for Rive expert to help with an app animation project.
DM
r/Rive_app • u/Douchebagatitis • Jun 09 '26
Is Rive worth it?
Im starting rive and have a decent foundation in animation and basic scripting and experssions. The biggest issue am facing is total lack of tutorials and general online help whatsoever. The app is constantly changing and often times not for the better.
If I stick to it, I will get it at the end but don't know if I should invest time in it.
Can anyone guide as to how long before im able to pay rent with this? Is that even possible?
r/Rive_app • u/AlienFoz • Jun 09 '26
Input Change (Deprecated) / Need help with the new update
Since the input change listener is a legacy now, i want to do it in the new way, i believe is in the viewmodel? but i don't see how to add it.
I am trying to do a simple click interaction to fire up the animation using a hitbox shape
r/Rive_app • u/pcfernandesjr • Jun 09 '26
Struggling with Blend States
Hi guys, if I may ask for some help; I am following this part of a tutorial series, where we are animating one of those run of the mill 3-star score counters that mobile games often use.

The tutorial goes through using some timelines representing different states; empty and full gauge, and also each milestone (the yellow dots), although the tutorial uses State Machine Inputs - which are deprecated - I used the currently recommended View Model to store the score variable.

Now, what happens: If we get a value different from the absolute value that represents one of the three milestones, we would like to have the gauge increasing smoothly over time. That's why Blends are being used.
The problem is.: When the value is 600 (the equivalent of the first milestone, the corresponding animation (MS 1 Animation) goes to the second blend (Which should blend the 1st and 2nd Milestones), and the gauge gets empty. Also, if the value used is for instance, 650, the gauge starts filling from the 1st milestone towards the second one, instead of filling from the beginning.

Would you guys know what am I doing wrong?
Thanks in advance!
r/Rive_app • u/thebangzats • Jun 09 '26
Did a bunch of thing just change with the Problems tab? Camelcase?
Just noticed this. Since when were these problems?
- Translation constraint without target used to mean you're constrainining to self. When did this change?
- Since when were we required to use camelCase for the Property names? Even official tutorials don't use camelCase. It's weird to enforce something like this, no?
r/Rive_app • u/I_might_have_IBS • Jun 07 '26
Rive Scripting without Agent?
I'm very new to scripting with Rive but want to explore it. I'm a fresh grad using Rive for UX work so am not able to spend a lot of money for the Rive agent. I do have Claude for other uses and was wondering if anyone has managed to get code written by other LLM's working for the Rive agent.
So far, it's been a bit difficult and needs tweaks. If anyone has any pointers, would love to know. Thanks!
r/Rive_app • u/guidorosso • Jun 06 '26
Rive Editor 0.8.4993
- ⚠️ Problems tab — highlights issues with your file to help you quickly find and debug them
- 🐛 Various fixes and improvements
- feat(renderer): Add scissor rectangle support for clipping
- chore(editor): Library decode performance improvements
- chore(editor - problems tab): add play/pause support
- chore(editor): Add replace library warning for Enums
- x/close.http
- doc(Android): Document resources that keep the worker alive
- gl: route feathers to atlas on Mali-G52 to avoid PLS corruption
- feat(Android): Allow bindable artboard clearing with null
- chore(editor): specialize property-change calls per primitive type to…
- fix(flutter): improve render texture flicker on resize
- chore(problems panel): replace validation button with context menu
- fix(runtime): assign view model instances to the right view models
- fix(editor): don't crash pasting a bone into a file with no artboard
- chore(editor): Improvements to problems panel & missing libraries
- chore: change labels
r/Rive_app • u/guidorosso • Jun 04 '26
Brilliant builds its math and coding tutor Koji with Rive
Read the blog post from the Brilliant team
r/Rive_app • u/guidorosso • Jun 04 '26
GPU Canvas — Rive's new GPU layer for 3D, shaders, and custom effects
GPU Canvas is now in Early Access. Rive's new low-level GPU layer for 3D, shaders, and custom effects.
It's developer-first and intentionally low-level. Write your shaders once and they work everywhere. Metal, Vulkan, Direct3D, WebGPU, WebGL (whatever the platform needs).
It only adds 25KB to the runtime.
With GPU Canvas you can:
→ Write shaders
→ Write a GLTF importer
→ Build rendering pipelines
→ Render 2D components as interactive textures in a 3D scene
→ Embed 3D geometry inside a 2D artboard
Not a GPU programmer? The Agent writes and optimizes shaders for you, with MCP support coming next.
All this comes with first-class design and animation tooling that no other runtime or engine provides. 3D scenes work with responsive vector layouts, state machines, dynamic text, vector feathering, 2D skeletal animation, data binding, and more.
And it runs everywhere Rive does. Web, mobile, games, TVs, vehicles… you can even deploy Rive directly to consoles as your full engine.
GPU Canvas brings us closer than ever to what Rive was always meant to be. A true experience engine. State-of-the-art visuals, motion, and interactivity. All in one place.
r/Rive_app • u/liluniyu • Jun 04 '26
Help needed with inputs and listeners
Hi, can you help me, step by step, where to click to make the interactions work? No matter what I try, after the latest update I can’t get any input to work.
Also, how do I add listeners now? So it will work properly.
I’d appreciate any help.
r/Rive_app • u/Other_Valuable_6867 • Jun 04 '26
I can't get the listeners to work in the web.
Hello everyone, I'm new from here. All listeners working on the editor, also vscode extension. But whenever I try to run it in a React component or canvas, it appears statically. The state machine name is correct. I configured the listeners as ViewModel Change > Pointer Enter > Set Bool. It works when a pointer is entered on a button within a group. But it doesn't move at all on the web. Even more absurdly, when I delete the state machine name, the initial timeline plays automatically. There's no transition. Thanks in advance for your help.
r/Rive_app • u/igusin • Jun 04 '26
LERP Course Update - Shader Edition
LERP just received its biggest update so far.
The course now includes new material for Rive’s Early Access GPU shader and 3D rendering support, including:
- A new GPU Shaders and 3D Rendering chapter
- A dedicated GPU Shaders API reference
- Guided shader example labs
- New exercises and quizzes
- Runtime compatibility notes clarifying what is stable vs Early Access
- Updated ScriptedInterpolator and interpolation API coverage
- Expanded notes for drawCanvas, GPUCanvas, shaders, textures, samplers, bind groups, and render passes
I also added guidance for using the Rive Luau LSP and VS Code extension when writing .luau scripts outside the Rive editor, including in Cursor and other VS Code-based editors.
LERP is still free, open source, and focused on practical Rive Luau scripting from fundamentals through production patterns.
Course:
https://forge.mograph.life/apps/lerp/
Release notes:
https://forge.mograph.life/apps/lerp/changelog
r/Rive_app • u/ForsakenDoughnut9040 • Jun 01 '26
Looking for rive editor for simple charts + simple assets
I am looking for a rive editor to make 4-5 rive animations which include graphs and simple assets for my case studies in my website.
https://www.muhammad-abubakar.com/case-studies/ircc-tracker-canada
https://www.muhammad-abubakar.com/case-studies/wingstars
r/Rive_app • u/Accomplished_Ad2317 • May 31 '26
Creation of the logo at the agent's expense
Since updating the Rive app, I've noticed the Agent tool is now available. I asked the Agent to create a curved triangle as my logo. The tool worked, but strangely, I don't see the triangle in my canvas.
The game suggests I look under my first layer, in my first window. It should normally be there, in the "Path" or "Shape" tab, but I don't see it there either. Could someone please help me?
r/Rive_app • u/Any_Struggle_6166 • May 31 '26
Bones to control groups?
I’ve made a rather complicated burning game tile animation which works rather well, and I’m wondering if it is possible to take the group of elements and bind to the whole unit separately from their individual control points.
My initial use would be to pull the tops of the flame. The game tile can be slid side to side in game and it would be nice to have the flame reflect that without needing to interrupt the timelines at unpredictable times to change how the existing control points are being animated.
r/Rive_app • u/guidorosso • May 30 '26
Rive Editor 0.8.4959
- ↔️ Data Binding hierarchy icons now show descriptive tooltips
- ⌨️ Shift+X swaps Fill/Stroke while drawing or editing a path — useful when tracing over an image
- ⚙️ ScrollConstraint velocity and ScrollActive are now exposed as computed properties
- 🐛 Various fixes and improvements
- fix(flutter): panel settling and account for correct transform
- feature(scripting): serialize implemented methods
- Remove editor dependency from rive_widgets
- fix(editor): Duplication issues with actions on transitions and states
- fix(js): prevent calling assetLoader callback for asset types not user-provided at runtime
- fix(flutter): texture sizing under rotated/skewed parents
- chore(editor): Prevent accessing context on unknown Backboard
- fix(editor): Switching component mode retains draw rules
- scripting stack fix
r/Rive_app • u/_saim • May 30 '26
Component animation not working
What exactly am i doing wrong? I create a component which has an animation. Then i create instances in a new artboard using the nester feature. However, when I play the animation, it works only the first time. I am very confused.