Console error in WordPress - Uncaught ReferenceError: rive is not defined
Hi there,
I'm having an issue with animations not loading for me at all around 80% of the time, 20% of the time they load great. The error I am having seems to suggest the rive.js file I'm loading from here - https://cdn.jsdelivr.net/npm/@rive-app/canvas@latest/rive.js isn't loading all of the time. So my question is: Is this the correct place to pull this rive.js file from? Has anyone else experienced this? How can I overcome the sporadic loading of this file to make the animations load correctly?
Thanks in advance
State machine problem
Hi. I have a problem, I hope you can solve it. I am planning to make a loading for mobile app. My loading is created first and then it is looped, so I need to have two animations in the state machine, one for creating and Second, to become a loop, I want to make it run after the automatic creation of my second animation, which is a loop. That is, it does not need input, how can I do this? Thank you for your help (sorry for my poor English)
Loading canvas image dynamically in Javascript
Hi,
In my game, I use a canvas to create an image. Now I'm wanting to load it into my rive instance. Here's a quick example of how I'm creating my image:
var canvas = document.createElement('canvas'); canvas.width = 100; canvas.height = 150; var context = canvas.getContext('2d'); context.imageSmoothingEnabled = true; context.imageSmoothingQuality = "high"; context.scale(.5,.5); CharacterCreation.drawCharacter(-410,-90,context); var portraitImage = canvas.toDataURL("image/png");
Then I tried setting it to the asset:
assetLoader: (asset, bytes) => {
if(asset.name == "PlayerPortrait") {
this.loadPlayerImage(asset, card.character);
return true;
}
return false;
}
static async loadPlayerImage(asset, character) {
console.log("Replacing Player Portrait");
// replace the player portrait with the customized one
var image = await rive.decodeImage(character.portraitSmall.image.bytes);
asset.setRenderImage(image);
return true;
}
But this just results in a blank image where it should be and no error
I've also tried submitting the image directly but I get the same result.
I've also tried setting the export option for the image to Referenced instead of embedded but this results in a lot of errors. I'd like to have the embedded image as a placeholder anyway until the image is loaded.
Thank you!
Rendering Issue with Unity-Rive Package in URP Project on Android
I attempted to build a URP project using the latest Unity-Rive package (v0.1.133), but the Rive screen isn't rendering. However, the same build functions correctly on iOS devices. I have configured OpenGL as the graphics API and enabled ARM64 support. Any assistance would be greatly appreciated.
Toby (shifumi) robot
Used the "Random" feature to create this minigame (fully made in Rive).
https://rive.app/community/files/10113-19303-toby-shifumi-robot
Did I oversee something when importing PSD?
Hi,
I tried to import a PSD for testing purpose, but it seems to behave differently to the tutorial. I followed the video in the documentation https://help.rive.app/editor/fundamentals/importing-assets, but after imported the PSD, I get no layers listed and no representation of the canvas in the artboard as well. Only in the asset preview.
Is there something I missed when imported the PSD or is it a bug? Thanks for helping.
macOS Sonoma 14.4.1 | Rive version 0.8.1335 (free account)
Duplicating Timeline Layer does not copy Interpolation between states
What's not working: When I right click on a timeline layer and select duplicate, the resulting duplicated layer transitions have default Interpolations
Using Windows 11 App
Steps to reproduce: Create a timeline layer with a transition. Set the transition to Cubic then duplicate the layer. The duplicated layer will be Linear.
Original layer
Duplicated layer:
Vue Support
It's unusual to see a tool geared towards the web which eschews Vue support. While Vue may not be quite as popular as React, it is still widely used, and offering support (be it a simple wrapper, or something more) would go a long way for the community. It would be great to see this offered as a feature in the future.
Zoom tool icon showing up when it's not supposed to
I can't be sure when this is happening exactly but sometimes, after selecting an object, the zoom tool icon appears and replace the mouse one. Sometimes, the select tool is seemingly randomly replaced by the zoom tool too.
I'm really not sure how this is happening but that's the idea, i wish i could provide a video or screenshot but it doesn't seem to be possible here, I did post a video of it happening in the general channel of the discord server :)
Optimization Advice
I am developing UI for my game. I read this article:
https://rive.app/community/doc/best-practices/docQqXohqHJa
My game has a lot of characters and I want to dynamically show character portraits on the screen for characters in the party. My question is if it is better to embed all the character portraits in the rive file or load them dynamically? I don't care if the rive file becomes large but I don't want to use up lots of memory. Will embedding all of them use more memory if they are not displayed at the same time?
Hope that makes sense. Thank you!
Open source the Unity runtime native libraries
Despite Rive moving to a more open source model, the rive-unity
package cannot be meaningfully contributed to as the underlying native libraries for this package are not open source. The github page states
The rive-unity runtime uses the latest Rive C++ runtime.
However, the exported symbols from the native libraries in the repository do not exist anywhere in any of the public rive repositories.
The biggest issue currently is that there is A LOT of missing functionaily regarding querying information in the unity package, which makes using and debugging issues very difficult currently. Being able to contribute at least to these more "grunt" level Get*
functionality would vastly improve the current package.
This is following on from my support thread regarding here so this can be tracked and allow for public contributation. https://rive.app/community/forums/support/fsnLLkXUaA62/rive-unity-libraries-not-producable-from-rive-cpp/ftvXGDy5mpZj
Selecting a mesh leads nowhere.
Selecting a mesh in "Animation" should navigate to the parent or directly enter edit mode.
Unreal Engine dynamic assets
I'm using the Unreal Engine runtime to create a button that can support dynamic text and a button mapping icon. For example, I have a confirm button and would like to display either the enter key if a keyboard is being used or a gamepad start button if a controller is being used.
Setting text at runtime is easy enough but I don't see a way to set the input mapping button image at runtime. The features page calls out being able to set these at runtime so if somebody could let me know if this is just not possible in the Unreal runtime or if it is and could point me in the right direction I'd appreciate it.
Edit multiple objects.
With the ability to edit objects simultaneously, you can snap an object's vertex to another object's vertex.
Keying current properties in one go in a specific timeline.
Require a button to key all objects's current properties instead of keying them one by one.
Since it’s maybe too late, we gotta be fast
Here is a minigame fully made with Rive and available for remixing.
Search for state machine layers
Currently searching doesn't find any state machine layers. That would be handy.
Windows shortcut
Shortcuts on Windows are pretty universal amongst apps. For example, search is CTRL+F.
Imagine if every app uses different shortcuts for common tasks. Firefox search is SHIFT+Q, MS Word search is ALT+R, VS Code search is CTRL+Y, etc. That would be pretty unproductive.
Rive does not use Windows-standard shortcuts. That is a pity, not necessary. It makes it less intuitive to work with and less productive due to unintended actions caused by the brain not wired to the keyboard.
Please, stick to an industry standard or provide the user with the option to re-map shortcuts.
Preview Error in SwiftUI
I'm getting a error on preview and not able to get a solution.
Clip is not applied to objects added to Solos after Solo is already being clipped
Create three non-overlapping rects
Overlap all of them with a fourth rect
Add two of the original rects to a Solo
Add a Clip to the fourth overlapping rect and target the Solo
Add the third Rect to the Solo
Expected: The overlapping fourth rect should render on top of the third rect
Actual: The clip is not applied to the late joining rect
This can be resolved for now by removing the Clip from the overlapping rect and then recreating it.