Rive Guide
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Parameters and Return Values

The useRive hook is the recommended way to hook into the Rive runtime for full control, especially when using the Rive State Machine. See below for parameters to pass in and the return values.
useRive(riveParams: UseRiveParameters, opts: UseRiveOptions): RiveState
  • riveParams - See below for a set of parameters passed to the Rive object at instantiation from the Web runtime. null and undefined can be passed to conditionally display the .riv file
  • opts - (Optional) See below for a set of options specific to rive-react

UseRiveParameters
  • src? - (optional) File path or URL to the .riv file to use. One of src or buffer must be provided
  • buffer? - (optional) ArrayBuffer containing the raw bytes from a .riv file. One of src or buffer must be provided
  • artboard? - (optional) Name of the artboard to use
  • animations? - (optional) Name or list of names of animations to play
  • stateMachines? - (optional) Name or list of names of state machines to load
  • layout? - (optional) Layout object to define how animations are displayed on the canvas. See our web runtime docs for more details
  • autoplay? - (optional) If true, the animation will automatically start playing when loaded. Defaults to false
  • onLoad? - (optional) Callback that gets fired when the .rive file loads
  • onLoadError? - (optional) Callback that gets fired when an error occurs loading the .riv file
  • onPlay? - (optional) Callback that gets fired when the animation starts playing
  • onPause? - (optional) Callback that gets fired when the animation pauses
  • onStop? - (optional) Callback that gets fired when the animation stops playing
  • onLoop? - (optional) Callback that gets fired when the animation completes a loop
  • onStateChange? - (optional) Callback that gets fired when a state change occurs
Most of these parameters come from the underlying web runtime configuration items for the Rive object. See the types here.
UseRiveOptions
  • useDevicePixelRatio - (optional) If true, the hook will scale the resolution of the animation based on the devicePixelRatio. Defaults to true. NOTE: Requires the setContainerRef ref callback to be passed to an element wrapping a canvas element. If you use the RiveComponent, then this will happen automatically
  • fitCanvasToArtboardHeight - (optional) If true, then the canvas will resize based on the height of the artboard. Defaults to false
  • useOffscreenRenderer - (optional) If true, the Rive instance will share (or create if one does not exist) an offscreen WebGL context. This allows you to display multiple Rive animations on one screen to work around some browser limitations regarding multiple concurrent WebGL contexts. If false, each Rive instance will have its own dedicated WebGL context and you may need to be cautious of the browser limitations just mentioned. We recommend not changing this default prop, so you don't have to manage WebGL contexts. Destroying a React component does not guarantee the browser cleans up the WebGL context that was created when the canvas was mounted. Only relevant when using @rive-app/react-webgl. Defaults to true

RiveState
  • canvas - Canvas element the Rive instance is attached to
  • setCanvasRef - Ref callback to be passed to the canvas element
  • setContainerRef - Ref callback to be passed to the container element of the canvas. This is optional, however, if not used then the hook will not take care of automatically resizing the canvas to its outer container if the window resizes
  • rive - Newly created Rive instance from the Web runtime
  • RiveComponent - JSX element to render the Rive instance in the DOM
In most cases, you will just need to grab the RiveComponent and rive return values from the useRive hook. Setting the canvas ref and container ref is only needed if you need to control the canvas/containing element yourself.

The useStateMachineInput hook is the recommended way to grab references to Rive State Machine inputs, both for reading input values, and setting (or triggering) them. See below for parameters to pass in and the return value.
useStateMachineInput(rive: Rive | null, stateMachineName?: string, inputName?: string, initialValue?: number | boolean): StateMachineInput | null

  • rive - The 1st parameter is the Rive object instantiated - this can be retrieved via the useRive hook
  • stateMachineName? - (optional) Name of the state machine to grab the input from
  • inputName? - (optional) Name of a single state machine input to grab a reference to
  • initialValue? - (optional) Initial value to set on the input

This hook returns a default instance of a StateMachineInput.
StateMachineInput
  • name (get) - Access the name of the input
  • value (get and set) - Access the value of the input, and set the value of the input via this property
  • fire() - Fires off a trigger input
See the State Machines page to see more usage of this hook.

The RiveComponent default export and the RiveComponent returned from the useRive hook are both to be rendered in the JSX of a component. As noted previously, all attributes and event handlers that can be passed to a canvas element can also be passed to the Rive component and used in the same manner.
One thing to note is that style/className props set on the component will be passed onto the containing <div> element, rather than the underlying <canvas> itself. The reason for this is that the containing <div> element handles resizing and layout for you, and thus, all styles should be passed onto this element. The <canvas> element will still receive any other props passed into the component, such as aria-* attributes, role's, etc.
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Hooks
useRive
useStateMachineInput
<RiveComponent />