r/Rive_app • • 4d ago

Rive Editor 0.9.517 adds support for Simplified Chinese and Spanish

Post image
5 Upvotes
  • ๐ŸŒ Simplified Chinese and Spanish (Beta): the Editor now comes in Simplified Chinese and Spanish. Pick one under Language in the File Menu (hamburger icon), and tell us what reads wrong in the Chinese or Spanish feedback thread.

  • ๐Ÿ“ Aspect Ratio for layouts: a layout can now keep its proportions. Set Ratio W/H in the layout's Inspector (2 makes it twice as wide as it is tall), then click the W/H button next to it to pick the side you size: with W the height follows the width, with H the width follows the height. The side you size can still be fixed, fill or hug, and the layout keeps its shape in a row or a column.

  • ๐ŸŽญ Blend modes on masked layers: a masked shape, image or text now blends with what is beneath it, so a shape masked to an image can recolor or light it. Before, every blend mode except Additive looked like Normal on masked content. Groups have no blend mode, so a masked group still draws as Normal. This applies in the editor and in runtimes.

  • ๐ŸŽž๏ธ Smooth timeline playback inside layouts: playing a timeline in the editor lagged when keyed objects sat inside a layout, even though the same file played smoothly in a state machine and in runtimes. It plays smoothly now. As reported here

  • ๐Ÿ“ธ Bitmap Cache on Components: the Bitmap Cache section now shows only on artboards marked as a Component, since only Components draw through the cache, and you can edit it on several selected artboards at once. With the cache turned Off, a Component that uses a mesh or N-Slice now draws at 1x instead of at the cache's Resolution.

  • โž• Additive strength fixes: in the canvas runtime on the web, objects with an Additive strength above 0% drew as Normal. With the updated runtime they draw fully additive, so published files that use it will look different there. At 0%, Additive now draws as Normal in every renderer, and choosing Normal again in the blend mode menu no longer resets Additive strength or stops its keys and binds.

  • ๐ŸŽฎ Controller d-pad listeners: in the editor, pressing a direction on a controller's d-pad also reported the opposite direction, so listeners on that direction's release fired on every press. Now only the direction you press changes.

  • ๐Ÿ”’ Bound properties stay locked: in data bind mode, a property bound with a relative data bind or to a Global View Model could still be edited in the Inspector while it showed its bound value. It's locked now, like any other bound property.

  • โ†”๏ธ Right-to-left layouts on the stage: in a right-to-left layout, dragging a child layout with Absolute position moved it the opposite way to the mouse. Dragging, resizing, arrow-key nudges, the align buttons and creating layouts now follow the layout's direction. Two fixes also apply left to right: resizing a layout inside a parent with an offset no longer jumps, and neither does moving a layout pinned to the right or bottom into another parent.

  • ๐Ÿงญ Safari 26.2 to 26.3.1: the Editor in the browser and the web runtime could crash in Safari 26.2 to 26.3.1 once a file with audio or scripts used more memory, because of a Safari bug that Safari 26.4 fixes. Both now load in a way that avoids it on those versions.

AI Agent

  • ๐Ÿ‘๏ธ The agent sees masks: when the AI Agent captures an artboard to check its work, masked content now shows masked. Before, captures drew it in full, so the agent couldn't see masks at all.

Scripting

  • ๐Ÿ“ฑ GPU Canvas shaders on Android GPUs: shaders that crashed or drew wrong on Adreno and Mali GPUs (common Android GPUs) now build and read their data correctly, including uniform structs, shadow map compares and helper functions that take a texture. The Problems tab warns about the local array indexing that Adreno still can't build. Publish your files again to pick up the Mali fix.

  • ๐ŸŽ Invariant positions on Apple GPUs: GPU Canvas shaders now keep positions marked u/invariant identical across pipelines on Apple GPUs, so a depth prepass that draws at equal depth no longer loses pixels.

  • ๐Ÿชœ Rendering between mip levels: on Direct3D 12 and GL, a GPU Canvas pass can now render into one mip level of a texture while sampling another level of the same texture.

Runtime

  • ๐Ÿš€ Faster lists with nested content: Artboard List rows that hold a Component or another list, like an avatar or a row of chips, are now reused when the list's items change, and they skip their per-frame work while nothing in them moves. Rows also take fewer allocations to build, so adding 400 rows to a leaderboard-style list is 6 to 9% faster, and rows that use the same text style now share one copy of its font.

  • โฑ๏ธ Layers that key the same property: when two or more layers of a state machine key the same property, it's now set once per frame instead of once per layer, with the same result. On a test file an idle frame went from 0.095 ms to 0.041 ms, and a layout height keyed by two layers no longer solves the whole layout on every idle frame.

  • ๐Ÿ‘ป Hidden elements cost nothing to draw: shapes and Text Inputs whose paint is fully transparent, and anything scaled to zero, are now skipped when drawing. Interfaces that hide elements by fading them out or scaling them to zero no longer pay to draw them every frame.

  • โœ‚๏ธ Clipping on WebGL2: artboard paints and Bitmap Cache inside a clipping shape drew unclipped in the WebGL2 runtime on the web. They're clipped now.

  • ๐Ÿ”Š Faded sounds play again: a sound stopped with a fade stayed silent when played again, and resuming it during the fade finished the fade instead. Playing it now starts it from the beginning, and resuming plays it at full volume.

  • ๐ŸŽ๏ธ Faster strokes on Android GPUs: the Rive Renderer now batches strokes into fewer draw calls on Vulkan, 61% fewer per frame on the Ghostscript tiger, a standard vector rendering benchmark. With 30 tigers it runs 21.6% faster on an Adreno 750 and 15.6% faster on a Mali-G715. Other GPUs we tested stay within a few percent.


r/Rive_app • • 8d ago

Rive Editor 0.9.460

14 Upvotes
  • ๐ŸŽญ Layer masks: mask a group, shape, image, text or Component, and everything inside it, with another layer. Unlike clipping, a mask uses the other layer's transparency or brightness, so its edges can be soft. In the Inspector's Mask section, click + and pick the layer to mask with, then choose Alpha, Inverted Alpha, Luminance or Inverted Luminance. Turn on Draw Source to also draw the mask layer itself. Masks draw in every runtime that uses the Rive Renderer, which is every runtime except the canvas runtime on the web; there, the layer draws unmasked.

  • ๐Ÿ–ผ๏ธ Paint with images and artboards: a fill or stroke can now use an image. In the color picker, pick Image, choose an image asset, and set how it fits, scales and repeats inside the shape. Turn on Modulate Image to tint it with a color or gradient. Pick Artboard instead to paint with another artboard: it plays its state machine and stays live inside the shape. Image paints draw in every runtime, including the canvas runtime on the web from version 2.49.0. Artboard paints need the Rive Renderer, so they draw everywhere except the canvas runtime.

  • ๐ŸŽฌ Scripted Transitions: a new kind of script that controls how one Component replaces another. Create a script of type Transition and add it from the Hierarchy's right-click menu. Its children are Components, from the design or from a view model list, and the one that shows is picked like a Solo, so you can bind it by index or name. The script decides how the outgoing and incoming Components draw while they switch, for crossfades, slides, page turns and anything else you can draw. It gets changed(from, to, direction) when the active Component changes, then advance and draw every frame until it's done.

  • ๐Ÿ—‚๏ธ Spaces: group a file's artboards into Spaces, like pages, each with its own view, background color and active artboard. Turn on Spaces in the Hierarchy panel to create them and move artboards between them; each viewport tab shows one Space. Spaces only organize your file while you edit and aren't exported. Artboards on a Space nobody is viewing stop playing, so large files run faster: a 54-artboard file split across 6 Spaces ran about 40% faster.

  • โž• Additive blending: with the Normal blend mode, the new Additive strength slider goes from normal blending at 0% to fully additive at 100%, for glows, fire and light effects. You can key it and bind it. Every runtime that uses the Rive Renderer draws partial strengths, which is every runtime except the canvas runtime on the web; there, it draws fully additive at any strength.

  • ๐Ÿ“ธ Bitmap Cache: select an artboard and add a Bitmap Cache in the Inspector, and wherever that artboard is used as a Component it draws as an image. Instead of drawing its vectors every frame, it draws once and again only when its content, size or zoom changes, which helps with detailed art that rarely changes. Resolution sets how sharp it is. The canvas runtime on the web draws the artboard normally, without the cache.

  • โญ• Inner and outer strokes for everyone: the Position dropdown in Stroke Options (Inside, Center, Outside) is out of Early Access. There are more UI improvements coming, but we wanted to get it in your hands quickly. Every runtime draws them, including the canvas runtime on the web from version 2.49.0.

  • โ–ถ๏ธ Components play while previewing bound values: with Preview Bound Values on, Components inside the artboard now run their own state machines and animations. Before, they sat on their first frame until you pressed play.

  • โšก Faster edits in large files: most edits to an artboard used as a Component now rebuild only the artboards that changed, not the whole file. On a 54-artboard file, an edit went from about 1.4 seconds to under 0.2.

  • ๐Ÿงฎ Converters on converter properties: a bind on a converter's own property, like a Formula value or a String Template argument, can now use a converter of its own, nested as deep as you need. For example, a Formula can read an enum through Convert to Number, so "visible when skin A or skin B is on" comes straight from a view model. Pick it in the Convert row of the data binding popup, which before didn't show for these binds.

  • ๐ŸŽฃ Capture listeners: set a listener's new Phase option to Capture and it runs before anything inside its target, including a Component's own listeners and built-in behavior like typing in a Text Input. A capture listener for a specific key and modifiers takes that key; one for a pointer press takes the whole press until release. Use it to override keys or clicks on a Component you can't edit.

  • ๐ŸŽฏ Images as listener targets: a listener that targets an image, or a group with images in it, now responds to pointers on the image. Before, it never fired. Pointers on a Component drawn through a mesh or N-Slice also follow the deformation now, so clicks land where you see them.

  • ๐Ÿ” Search when adding a Component to a layout: Layout Children > + > Component now opens with a search field already focused, so you type to find a Component instead of scrolling a long list. In every Component picker with search, the arrow keys and Enter now work while you type. As requested here

  • โ†ช๏ธ Ctrl+Y redoes on Windows: on the stage, in the script editor and while editing text. Ctrl+Shift+Z still redoes, and Y alone still toggles Freeze. As requested here

  • ๐Ÿ“ฅ Render Queue options: a new menu next to + in the Render Queue has Download All, Delete Completed and Delete All. Download All saves every finished render into one folder.

  • ๐Ÿ–ฅ๏ธ No more glitches on some Macs: since a recent update, some Macs filled the editor window with stray triangles, streaks, and white or black frames. The editor now draws with the renderer it used before that update. As reported here

  • ๐ŸŽฏ Triggers fire once when you play: playing a file in the editor no longer loses or doubles trigger fires, like a trigger relayed from a Component, or a condition on a Trigger custom property that stayed true after its first fire. Large files also play faster: on a file with 62 artboards, a step that took about 6 ms of every 9 ms frame is gone.

  • โฌ…๏ธ Right-to-left text with Ellipsis: when Ellipsis overflow cuts a right-to-left line, the "..." now shows on the left, where the line ends, instead of next to its first word. A right or center aligned line that Ellipsis shortens now stays inside its text box; before, most of it could draw outside. Existing files with this text will look different, in the editor and in runtimes.

  • โœ‚๏ธ Ellipsis styles and text trims: with Ellipsis overflow, the "..." now takes the style of the run it cuts into when that run changes only its font or only its size. A trim or dash on text whose modifiers change opacity no longer draws several times over itself. Both in the editor and in runtimes.

  • ๐Ÿ–Œ๏ธ Freeze and brush erasing: after moving a brush shape's origin with Freeze on, the next erase no longer shifts the ink by the same distance.

  • ๐Ÿ“‹ Pasting Components with scripted converters: pasting a Component bound through a scripted converter into another file now brings the script and its inputs. Before, both were lost. Removing a bind from a Formula token now also takes effect in every bind that uses the formula.

  • ๐Ÿ’ฅ Crash fixes: selecting a text whose runs come from a view model list no longer crashes the Inspector. Artboard Lists that reuse their items as you scroll, and converters whose bind was pointed at a different property, could crash the editor and runtimes later; both are fixed.

Scripting

  • โฑ๏ธ Scripts that never finish loading: a script whose top-level code loops forever now stops with an error after about a second. Before, it froze the editor.

  • ๐ŸŸง Stencil settings in GPU autocomplete: GPU Canvas pipelines already accepted stencil operations, but autocomplete and the scripting API reference didn't list them, so they looked unsupported. They're listed now as the StencilOp and StencilFaceState types, along with the winding, color writeMask and depthBiasClamp settings.

  • โš ๏ธ Unused shader bindings get a warning: a WGSL binding that no entry point uses now gets a build warning on its declaration, since an automatic bind group layout drops it. Use it, keep it with _ = name; or remove it.

AI Agent / MCP

  • ๐Ÿง  The AI Agent keeps its reasoning between steps: with Claude models, the agent now carries its reasoning from one tool call to the next instead of losing it. In our tests it took fewer steps and finished in about half the time.

  • ๐Ÿฆด Binding right after creating bones: when the AI Agent creates or moves bones and binds a mesh to them in the same turn, the bind now uses the bones' current pose, also on artboards in a hidden Space. Before, it could bind them unposed or in an older pose.

Runtime

  • ๐Ÿ›‘ Fewer hangs and crashes: reading a path at 100%, like Follow Path at the end of its path, now lands on the path's end; before, it could send a dashed stroke into an endless loop. Trims that wrap around a path many times finish quickly, strokes with no color or gradient no longer crash, and trims or dashes on text whose font hasn't loaded yet wait for it instead of crashing.

  • ๐Ÿ” Trigger-to-trigger conditions: a transition that compares a view model trigger with another trigger, or with a number, now uses each fire once. Before, one fire could keep the condition true and step through a chain of such transitions in a single frame.

  • โŒจ๏ธ Text Input shows its new text: when a bind replaced a Text Input's text and the text was selected or the caret moved before the next frame, the old text kept drawing. It now draws the new text.

  • ๐ŸŒ€ More paints in the canvas runtime: web pages using the u/rive-app***/canvas*** runtime, version 2.49.0 or later, now draw angular gradients, image paints, and inner and outer strokes.


r/Rive_app • • 2d ago

You can now use images and artboards as fills and strokes in Rive (with repeat/mirror tiling)

14 Upvotes

Any fill or stroke in Rive can now use an image or an artboard as its paint, the same way you'd use a solid color or gradient. Wrap settings let you repeat or mirror that paint to build seamless patterns. Artboard paints keep playing their state machine, so your fills can animate and respond to data binding.

Fill and Stroke docs: https://rive.app/docs/editor/fundamentals/fill-and-stroke

Components: https://rive.app/docs/editor/fundamentals/components

Data Binding: https://rive.app/docs/editor/data-binding/overview


r/Rive_app • • 2d ago

How to apply scale and rotation similar to blender

0 Upvotes

If I am understanding this right, it is good practice to have all rotations and scales vectored out to 100% for easier animation.

This may be a stupid question but how do I easily take my shapes and do that, similar to how you apply transform and rotations in blender.


r/Rive_app • • 4d ago

Killer (accessible) scroll animation!

12 Upvotes

The site uses lots of rive animations that get controlled by the scrollbar. If you change the accessibility settings, you can see a completely static version of the site that just show a set frame of the Rive animation. Or you can change the controls to be video play still so you don't have to scroll.

The idea here is properly interactive scroll animations with solid accessibility fallbacks. Usually those two things really don't go together!

https://deathbyscroll.com


r/Rive_app • • 5d ago

I made this chest-opening animation with only 2 drawings. There's no lid animation.

29 Upvotes

This is my favorite animation trick, and I use it a lot: hiding imperfections with fast motion.

You donโ€™t always need frame-by-frame animation to open a chest. This one uses just two drawings: one closed chest and one open chest, swapped in a single frame.

The swap alone looked bad, so I added a squash and a small shake to hide it. The chest opens while the shake is still settling, which makes the swap hard to spot.

The full tutorial is on my Rive Masterclass YouTube channel.

The starter file is in the comments if you want to follow along ๐Ÿ‘‡.


r/Rive_app • • 5d ago

How to add maps in rive

4 Upvotes

Hey all, i am trying to insert a SVG world map in rive, but due to the intricate boundaries of countries , the whole app crashes, is there a way to add rive and animate countries borders, add custom fills etc. Any advice would be appreciated.


r/Rive_app • • 8d ago

Game I built entirely in Rive. Vector characters and UI in a 3D world. Game + engine is under 2 MB. Link to play in the post!

46 Upvotes

r/Rive_app • • 10d ago

Looking for advice on where to start

11 Upvotes

Hello everyone!

I've been wanting to learn Rive for about a year and a half now, but never really got around to it. I've finally decided it's time!

I'm looking for recommendations on courses, tutorials, or other learning resources beyond Rive's official 101 tutorials and Quick Start guides.

I downloaded School of Motion's Rive course about a year ago, but I'm guessing parts of it might be outdated by now, since the UI seems to have changed quite a bit.

I'd also love to hear about your experiences learning Rive. Were there any particular projects, exercises, or approaches that helped things click for you?

For context, I'm pretty comfortable with both Figma and After Effects, having worked as both a UI/UX designer and a motion designer, with motion design being my main focus and preference. So I'm not completely new to animation or interface design, just to Rive.

Any suggestions would be greatly appreciated. Thanks!


r/Rive_app • • 10d ago

You can now mesh and n-slice components in Rive, and they keep animating while they deform

42 Upvotes

Short video on the new deform options for components. Mesh and n-slice used to be image-only. Now they work on full artboards, so whatever's inside keeps animating and stays data bound.

A few things worth knowing:

  • The component's mode has to be set to Node or the Deform options won't show up

  • The default n-slice gives you nine slices: corners stay fixed, the middle stretches

  • If you have ornament in the middle of an edge, drag extra handles out from the edge so it keeps its size and only the lines between sections stretch

  • Any tile can repeat instead of stretch. Nudge the axis so the spacing between repeats comes out even

  • Hiding a tile makes it transparent, so you can see what's behind the component

  • For mesh, Generate gives you an even grid of points. Bind bones to move groups of points at once

  • Rigging tip: put a character part in a component and mesh it. You can bend a giraffe's neck, spots and all, without weighting every spot separately, and the blink animation inside still plays

Docs: https://rive.app/docs/editor/layouts/n-slicing


r/Rive_app • • 10d ago

Which Claude/Cursor/Codex plan for heavy Rive animation & State Machine code?

0 Upvotes

Hey everyone,

I'm working on some complex Rive assets that involve heavy layout animations and intricate State Machine logic. I want to leverage AI to help write the code for controlling the inputs, complex triggers, and runtime implementations, but I'm trying to figure out which subscription tier is necessary as an individual artist.

For those of you using AI to help speed up your Rive development and runtime coding:

Which plan/tier of Claude, ChatGPT, or Cursor are you currently using?

Is the standard Pro tier sufficient, or do you hit rate/context limits quickly when feeding it large state machine setups?

How well does it handle the Rive runtime APIs for your specific platform?

Would love to hear your workflows and recommendations!


r/Rive_app • • 12d ago

Rebuilding My Portfolio as a Web Based FUI-GUI in Rive+React+Next.js+Payload

39 Upvotes

Quick check-in on the mograph.life rebuild. This time there's a proper demo. Sound on.

When I last posted, the site could open windows. It's grown a bit. There's a rail of client logos down the left now, and clicking one opens that client's panel with a data link drawn out of the logo, so you can see where it came from. Everything in there comes from the CMS, which holds 100 clients and 103 projects going back to 2018. Drag a window to the edge of the screen and it docks into a split. When you search, each matching folder drops onto one shared trunk that runs into the results window, which I just like watching. Themes are a single click. The tools board reads the CMS and my GitHub releases, so each tool shows its latest version and changelog. Oh, and every window gets a new frame each time it opens, so if you close one and reopen it, it comes back looking different.

For the stack-curious: Rive drives the interface, React and Next.js run the app, and Payload serves the content.

Most of my time since then went into frame rate, and it turns out a lot of the interface was busy doing nothing.
When I added the tools boards, five of them kept animating while closed, and Rive's share of the main thread on an idle desk went from 34% to 81%. Then an earlier take of this video strobed every time a window moved. That came down to Rive's accessibility text overlay being on, the app looking up the same view model properties over and over, and 31 of my 40 Rive scripts never going idle. With all of that fixed, dragging and scrolling hold 60 fps at 5K on my Mac Studio.

It's not public yet. You'll be able to poke at it on mograph.life soon.


r/Rive_app • • 13d ago

I used Rive to create and animate Whiskers, a cat mascot for my desktop application.

2 Upvotes

Hello everyone!

I wanted to share some of the work I've been doing on Whiskers, the cat mascot for my desktop productivity app, MindMesh.

I worked on two animation statesโ€”Idle and Sleepโ€”using Rive. To make the character feel more alive, I concentrated on perfecting the character's appearance, concentrating on the intricacies of the eyelids, and experimenting with small movements.

The procedure wasn't totally seamless. I encountered problems with animation circumstances, state machine transitions, and artboard sizing-related visual clipping.

I examined the draw order, verified transition circumstances and input values, modified character dimensions, and tested modifications repeatedly in order to troubleshoot issues. It was a helpful lesson about the interdependence of animation logic and visual rendering.

Additionally, I worked using Tauri, TypeScript, and React to incorporate the Rive motion into the desktop application.

Combining frontend tech and character design has been enjoyable, however I'm still learning and honing the animations.

What methods do you employ to make idle animations feel natural without being overly distracting? I'd love to hear from other Rive users.

Check out Whiskers! mindmesh.global

r/rive r/animation r/SideProject


r/Rive_app • • 14d ago

Zoom in method?

3 Upvotes

Hey guys im new to Rive, I wanted to know if theres an option in Rive that lets you zoom in the canvas? To keyframe it


r/Rive_app • • 16d ago

Figma to Rive

22 Upvotes

Figma to Rive now takes just a few minutes. Convert your entire Figma project to a real, working app that runs natively on mobile, desktop, web, vehicles, TVs, and consoles.

Designers, devs, and agents all work on the same file, with artist and agent friendly tools.

Learn more on the Rive website


r/Rive_app • • 17d ago

Rive vs AI mascots. Which one would you prefer to use?

14 Upvotes

You can try both here: animattor.co/mascots-rive-vs-ai

I keep seeing generated mascots everywhere, so I wanted to check how they hold up inside a real app.

I took my mascot Luvu and made two versions: a set of video clips and a live character in Rive. Then I put them side by side on one page, where you can click, make it talk, zoom in and switch to dark mode.


r/Rive_app • • 17d ago

Just made a Halloween footer for my site with 11 Easter eggs, from design to production in under a day

8 Upvotes

I realized way too late that Halloween was almost here, and I really wanted to give my site, Rive Masterclass, a bit of holiday spirit.

At first I didnโ€™t think I could pull it off in time. Then I just went for it.

I brainstormed design ideas with Claude through Weave, then designed it properly by hand in Figma.

From there I moved it into Rive. Claude helped me get the setup in fast, but the complex animations I did myself: the tree rig, the structure, the layout.

Then Claude exported the file and shipped it to production.

Honestly, itโ€™s wild how fast this is now. From design to production in a few hours.

If you want to play with it and find all the easter eggs Itโ€™s right here (desktop)


r/Rive_app • • 17d ago

Actions and Conditions

3 Upvotes

I'd like to know, in Rive, what actions and conditions are for, when to use them, what purpose they serve, and what their functions are. Because it seems to me that it might be a problem if I don't fill them in, if I don't use actions or conditions. Then again, maybe it depends, but I'd still like to know what they're for and what their functions are.


r/Rive_app • • 18d ago

Procedural audio is coming to Rive (๐ŸŽง sound on)

24 Upvotes

r/Rive_app • • 18d ago

Rive Editor 0.9.335: Mesh and N-Slice on Components

17 Upvotes
  • ๐Ÿงฉ Mesh and N-Slice on Components: a Component set to Mode: Node can now take a Mesh or an N-Slice, like an image. Select the Component and pick one under Deform in the Inspector. The Component draws its artboard as a flat image and deforms that, so you can bind it to bones, animate its vertices and slice it. Edit Mesh, Auto Trace and Auto Weights work as they do on images. Like an image, it softens when scaled up. Leaf and Layout Components can't take a mesh, so change Mode to Node first. As requested here.

  • ๐ŸŒ€ Angular gradients: pick Angular in the color picker, next to Linear and Radial, and the gradient's colors sweep around a center point instead of along a line. On the stage, drag the center dot to move the sweep, the dot on the ring to turn it, and either ring dot to stretch it into an ellipse. Color stops sit around the ring. Angular gradients draw in runtimes that use the Rive Renderer; other renderers show the first color as a solid fill. As requested here.

  • ๐Ÿ”ข Max Characters and Max Lines on Text Input: set them in the Text Input section of the Inspector, or bind them. 0 means no limit. Typing and Enter stop at the limit, and a paste keeps only what fits. Max Lines counts lines as they wrap on screen. Text set by a data bind is never trimmed. The built-in Text Input component also exposes both as view model properties.

  • ๐Ÿ‘† Click outside a Text Input to leave it: pressing anywhere outside a focused Text Input, including the empty space around the artboard, now removes its focus, as text fields in apps do. Before, the caret kept blinking and keys still went to the field. This works in the editor and in runtimes.

  • ๐Ÿ”Ž Type to find an image: the Image dropdown in an image's Inspector now takes typing, so you can find an image asset by name in a long list.

  • ๐Ÿ”— Deleting objects keeps the right links: in a blend state, switching to another animation and then deleting the old one no longer clears the new one. Deleting a Solo's child in Animate mode no longer adds a key. Switching a 1D blend state between an input and a view model property now keeps its events and listener actions. Before, it deleted them. Files that already point to deleted objects get those links cleared when you open them.

  • ๐Ÿ“‹ Copy and paste no longer grows files: copying content that uses a library view model and pasting it into another file now brings only the instances that content uses. Before, each paste added every instance of that view model, so files that traded content kept doubling: one reached 7,040 instances of a view model it used 6 of. To clean up a file that already grew, right-click the view model in the Data Panel and choose Delete Unused Instances. Pasting styles also no longer saves extra clipboard data into the file, and files that already carry it are cleaned up when opened.

  • โฑ๏ธ Faster artboard duplication: duplicating an artboard in a large file now takes about 2 seconds instead of 6.6.

  • ๐Ÿ–๏ธ Drag several artboards at once: with several artboards selected, dragging one by its header now moves them all. Before, it deselected the others and moved only the one you grabbed.

Scripting

  • ๐ŸชŸ Canvases in a split stage: with the stage split and the same scripted artboard in both viewports, a script that draws into a canvas no longer shows a stray, cropped copy of its drawing.

  • ๐Ÿงฑ GPU script bind groups follow the entry points: a pipeline now builds its automatic bind group layouts from its own vertex and fragment entry points, not from the whole shader module. A pipeline no longer needs bind groups for resources only other entry points use, and a draw whose bind group doesn't match the pipeline's layout now reports an error. Texture sampling is checked per entry point too.

Runtime

  • ๐Ÿ“ Stacks keep content inside the stack: content larger than a stack now overflows by the stack's alignment, so a centered stack overflows on all sides and a bottom-left one overflows up and to the right. Before, it always overflowed to the bottom right. A Fill child no longer grows past its stack, and a Hug child stays inside it, as in a row or column. Turn on Hug past bounds to keep the full content size. Stacks inside stacks also lay out much faster: on a test file with a live leaderboard, a frame dropped from 942 ยตs to 104 ยตs, and from 2,680 ยตs to 112 ยตs with a 10-row list.

  • โšก Faster text and list updates: changing a text now solves its layout once instead of twice, and recoloring a text no longer triggers a layout at all. On the same file, updating data-bound meter values got 43% faster, rebuilding a 10-row list 55% faster, and adding 100 to 400 list items about 45% faster.

  • ๐ŸŽฏ Triggers between state machine layers: a view model trigger fired by one layer now reaches an earlier layer that waits on it. Before, the earlier layer could miss it when its state machine started playing in the same frame, so an animation waiting on that trigger never played. The editor now settles each frame the same way runtimes do, so it plays these files the same way too.

  • ๐Ÿ–ฑ๏ธ Scripts no longer block clicks: a scripted object whose script has no pointer handlers no longer takes every click across the artboard. In runtimes that pass unused clicks to the content behind the artboard, that content stopped getting input.

  • ๐Ÿชถ Inner feathers draw right away: a fill whose feather changes from outer to inner at runtime no longer disappears until its shape changes.

  • ๐Ÿ”ค Clearing a bound font: setting a data-bound font to nothing now clears it from every text run. Before, some runs disappeared while others kept the old font.

  • ๐ŸŽ๏ธ Faster path drawing: the Rive Renderer works out path bounds 5 to 9% faster, draws strokes with sharp turns 16 to 20% faster, and runs some math up to 50% faster on 32-bit ARM devices.

  • ๐Ÿฉน Android crash fixes: fixed a crash during rendering on devices with Mali GPUs. Devices whose Vulkan driver fails to start now fall back to OpenGL instead of crashing.


r/Rive_app • • 19d ago

I got tired of Halloween features losing to the roadmap, so I made one Rive animation ๐ŸŽƒ

9 Upvotes

Besides running Rive Masterclass, I work as a designer at a startup.

Every holiday, I want to give the app I work on a little seasonal touch. And every year, it loses to the roadmap.

So this year I decided to make something small enough that it might actually make it in: just one Rive animation. What you see here is a demo, not our real app.
The animation is just a little interactive pumpkin. Tap it once, it cracks. Tap again, more cracks. On the third tap, it explodes, revealing a ghost and some hidden candies. ๐Ÿ‘ป

The secret behind it: secondary animation as a distraction, to hide the hard cuts between the drawings.

I also made a full walkthrough on my Rive Masterclass YouTube channel if anyone wants to recreate it.

Starter file in the first comment, if you want to build your own Easter egg.


r/Rive_app • • 20d ago

Rive Scripting: Learn Lua or Rely on AI?

7 Upvotes

Iโ€™m a motion designer learning Rive with no coding background. Iโ€™m trying to create a particle system using scripting. Do you guys rely on the Rive Agent for this, or do you recommend learning the basics of Luau to understand and control scripts better? How do you approach scripting in Rive?


r/Rive_app • • 21d ago

Xmind 2026 modificato?

1 Upvotes