Choose a Renderer
Specify a renderer to use at runtime
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Rive makes use of various different renderers depending on platform and runtime. We're working towards unifying the default renderer used across all platforms/runtimes with the Rive Renderer, which is now available on iOS, Android, Rive GameKit, and on Web (JS) on Google Chrome (with WebGL draft extensions enabled).
Renderer Options and Default
You can opt-in to use a specific renderer, see Specifying a Renderer.
The table below outlines the available, and default, renderers for Rive's runtimes:
Runtime | Renderer | Options |
---|---|---|
Android | Skia | Rive / Skia |
iOS | Skia | Rive / Skia |
React Native | Skia | Skia |
Web (Canvas) | Canvas2D | Canvas2D |
Web (WebGL) | Skia | Skia |
Web (WebGL2) | Rive | Rive |
Flutter | Skia (other), Impeller (iOS) | Skia / Impeller |
Note on Rendering in Flutter
Starting in Flutter v3.10
, Impeller has replaced Skia to become the default renderer for apps on the iOS platform and may continue to be the default on future platforms over time. As such, there is a possibility of rendering and performance discrepancies when using the rive
Flutter runtime with platforms that use the Impeller renderer that may not have surfaced before. If you encounter any visual or performance errors at runtime compared to expected behavior in the Rive editor, we recommend trying the following steps to triage:
Try running the Flutter app with the
--no-enable-impeller
flag to use the Skia renderer. If the visual discrepancy does not show when using Skia, it may be a rendering bug on Impeller. However, before raising a bug with the Flutter team, try the second point below 👇
Try running the Flutter app on the latest
master
channel. It is possible that visual bugs may be resolved on the latest Flutter commits, but not yet released in thebeta
orstable
channel.If you are still seeing visual discrepancies with just the Impeller renderer on the latest master branch, we recommend raising a detailed issue to the Flutter Github repo with a reproducible example, and other relevant details that can help the team debug any possible issues that may be present.
Rive Renderer
The Rive Renderer is now available on Android and iOS. See Specifying a Renderer to set it as your preferred renderer.
While it's ready for testing and your feedback is highly valued during this phase, we advise exercising caution before considering it for production builds. You may encounter compatibility issues with certain devices. Please reach out to us on Discord or through our Support Channel.
Your collaboration helps us refine and enhance the Rive Renderer to make it more robust and reliable for broader applications. Thank you for being a part of this exciting journey!
By default, both Android and iOS will use the current Skia renderer.
Starting Version
The Rive Renderer was introduced in the Web (JS)/WASM runtime starting at v2.11.1 with the following new packages:
@rive-app/webgl2
@rive-app/webgl2-advanced
However, we recommend installing the latest version of the dependency to get the latest updates.
These packages do not bundle any heavy rendering dependencies such as Skia, which makes the package size much smaller than that of the existing @rive-app/webgl
package.
Enabling the Draft Extension
Currently, the Rive Renderer on web relies on a WebGL2 extension that is currently in progress being implemented across all major browsers. To try out the Rive Renderer today, you can do so on Google Chrome. Simply enable WebGL draft extensions on Chrome and restart the browser.
Once the extension is enabled, you must use the @rive-app/webgl2
package (introduced with v2.11.1
) to use the Rive Renderer by default. If you do not have the draft extensions enabled or you are using a different browser, the package will fallback to an MSAA solution still using a WebGL2 context to back the <canvas>
element.
The API usage does not change in comparison to using any of the other Web (JS)/WASM runtimes.
Specifying a Renderer
See below for runtime instructions to enable a specific renderer.
The @rive-app/webgl2
and @rive-app/webgl2-advanced
packages only use the Rive renderer, so there is no configuration needed to use it by default.
To get started, see the section above about enabling draft extensions.
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