Listeners

Enable listeners on your Rive animation in Unity

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For more information on Rive Listeners see the editor documentation.

Pointer Positions

In rive-unity pointer (mouse/touch) events can be passed to an artboard to enable Rive Listeners. This is accomplished by translating the pointer position to an artboard's local coordinate.

For a complete example see the getting-started project in the examples repository and open a sample scenes:

  • DrawToCameraScene: Pointer events on a camera

  • DrawToCubeScene: Pointer events on a mesh

Camera Hit Test

See the DrawToCameraScene scene in the getting-started project from the example repository.

This code snippet demonstrates translating mouse position on the camera to an artboard.

private Artboard m_artboard;
private StateMachine m_stateMachine;

...

Camera camera = gameObject.GetComponent<Camera>();
if (camera != null)
{
    Vector3 mousePos = camera.ScreenToViewportPoint(Input.mousePosition);
    Vector2 mouseRiveScreenPos = new Vector2(
        mousePos.x * camera.pixelWidth,
        (1 - mousePos.y) * camera.pixelHeight
    );
    if (m_artboard != null && m_lastMousePosition != mouseRiveScreenPos)
    {
        Vector2 local = m_artboard.LocalCoordinate(
            mouseRiveScreenPos,
            new Rect(0, 0, camera.pixelWidth, camera.pixelHeight),
            fit,
            alignment
        );
        m_stateMachine?.PointerMove(local);
        m_lastMousePosition = mouseRiveScreenPos;
    }
    if (Input.GetMouseButtonDown(0))
    {
        Vector2 local = m_artboard.LocalCoordinate(
            mouseRiveScreenPos,
            new Rect(0, 0, camera.pixelWidth, camera.pixelHeight),
            fit,
            alignment
        );
        m_stateMachine?.PointerDown(local);
        m_wasMouseDown = true;
    }
    else if (m_wasMouseDown)
    {
        m_wasMouseDown = false;
        Vector2 local = m_artboard.LocalCoordinate(
            mouseRiveScreenPos,
            new Rect(0, 0, camera.pixelWidth, camera.pixelHeight),
            fit,
            alignment
        );
        m_stateMachine?.PointerUp(local);
    }
}

Mesh Hit Test

See the DrawToCubeScene scene in the getting-started project from the example repository.

This code snippet demonstrates translating a RaycastHit on an object to an artboard's local coordinates.

The GameObject must have a MeshCollider attached.

void HitTesting()
{
    Camera camera = Camera.main;

    if (camera == null || renderTexture == null || m_artboard == null) return;

    if (!Physics.Raycast(camera.ScreenPointToRay(Input.mousePosition), out RaycastHit hit))
        return;

    Renderer rend = hit.transform.GetComponent<Renderer>();
    MeshCollider meshCollider = hit.collider as MeshCollider;

    if (rend == null || rend.sharedMaterial == null || rend.sharedMaterial.mainTexture == null || meshCollider == null)
        return;

    Vector2 pixelUV = hit.textureCoord;

    pixelUV.x *= renderTexture.width;
    pixelUV.y *= renderTexture.height;

    Vector3 mousePos = camera.ScreenToViewportPoint(Input.mousePosition);
    Vector2 mouseRiveScreenPos = new(mousePos.x * camera.pixelWidth, (1 - mousePos.y) * camera.pixelHeight);

    if (m_lastMousePosition != mouseRiveScreenPos || transform.hasChanged)
    {
        Vector2 local = m_artboard.LocalCoordinate(pixelUV, new Rect(0, 0, renderTexture.width, renderTexture.height), fit, alignment);
        m_stateMachine?.PointerMove(local);
        m_lastMousePosition = mouseRiveScreenPos;
    }
    if (Input.GetMouseButtonDown(0))
    {
        Vector2 local = m_artboard.LocalCoordinate(pixelUV, new Rect(0, 0, renderTexture.width, renderTexture.height), fit, alignment);
        m_stateMachine?.PointerDown(local);
        m_wasMouseDown = true;
    }
    else if (m_wasMouseDown)
    {
        m_wasMouseDown = false; Vector2 local = m_artboard.LocalCoordinate(mouseRiveScreenPos, new Rect(0, 0, renderTexture.width, renderTexture.height), fit, alignment);
        m_stateMachine?.PointerUp(local);
    }
}

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