Rive Panel
The Rive Panel is the foundation for displaying Rive graphics in Unity. It acts as a viewport that manages and renders a collection of Rive widgets to a render texture, with the panel’s dimensions determining the render target’s size. The panel renders multiple widgets to a single render texture, which means you draw different Rive files and artboards to one texture by placing multiple Rive Widgets under the same panel. This is more performant than using multiple panels as each panel renders to a separate texture by default.Setup
Create an instance: Right-click in the scene hierarchy→ Rive → Rive Panel
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Rive Widget
The Rive Widget is the primary component for displaying Rive artboards in Unity. It handles loading Rive files either from assets during edit time or from runtime-loaded files (useful when loading Rive content from a server or Addressables). The component manages artboard and state machine setup, automatically configuring everything needed to display your graphic.Setup
Create an instance: Right-click in the scene hierarchy→ Rive → Widgets → RiveWidget
Rive Widgets must be placed under a RivePanel to be displayed.
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Procedural Rive Widget
The Procedural Rive Widget enables runtime generation of graphics using the Rive’s Renderer. This component lets you create graphics programmatically using Rive’s drawing primitives (paths and paints, etc.). See this example for a practical implementation of a procedural drawing.Setup
Create an instance: Right-click in the scene hierarchy→ Rive → Widgets → Procedural Rive Widget
Procedural Rive Widgets must be placed under a RivePanel to be displayed.
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Panel Renderers
Panel renderers connect RivePanel’s render texture to Unity’s display systems. By separating rendering logic from display concerns, we can support different rendering contexts (UI, world space, etc.) while keeping the core Rive functionality consistent. Each renderer type specializes in a specific Unity rendering pathway, handling details like input systems and render order automatically.Rive Canvas Renderer
The Rive Canvas Renderer displays Rive content within Unity’s UI system (uGUI). It automatically configures the necessary Canvas components and handles UI-specific concerns like proper render order and raycasting.The Rive Canvas Renderer controls the size of the Rive Panel based on the uGUI Canvas it is being displayed under.
Rive > Rive Panel (Canvas)
Requirements
- Requires an EventSystem in the scene for pointer input
- Requires a GraphicRaycaster on the Canvas for pointer input
- The Rive Panel must be under a uGUI canvas
- This component must be placed on the same game object as the Rive Panel
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Rive Texture Renderer
Rive Texture Renderer projects Rive content onto materials in your 3D scene. It bridges the gap between Rive’s 2D rendering system and Unity’s 3D material system, making it easy to apply Rive content to any mesh in your scene.Requirements
- Must be placed on a GameObject with a MeshRenderer on it. e.g. a Cube, Plane, Quad, or Capsule.
- Requires an EventSystem in the scene for pointer input
- Requires a PhysicsRaycaster on the camera for pointer input in 3D space
- Target GameObject needs a MeshCollider for pointer input
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Render Target Strategies
Render Target Strategies control how Rive Panels render to textures. They determine whether panels get individual textures or share a texture atlas, and handle details like texture creation, panel arrangement, and memory management.Simple Render Target Strategy
TheSimple Render Target Strategy is the default rendering approach for Rive Panels, creating a dedicated render texture for each panel. It is automatically added to a Rive Panel if no custom strategy is provided.
This one-to-one mapping between panels and textures provides straightforward memory management.
The component must be attached to the same GameObject as its RivePanel
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Atlas Render Target Strategy
The Atlas Render Target Strategy enables multiple panels to share a single texture atlas, optimizing memory usage and draw calls. By default, it uses a simple shelf-packing algorithm to efficiently arrange panels within the atlas, automatically growing the texture as needed while respecting maximum size constraints.Setup
- Create an instance: Right-click in the scene hierarchy
→ Rive → Render Target Strategies → Atlas Render Target Strategy
- Assign to panels: Drag the strategy into the
Custom Render Target Strategyfield on desired panels - (Optional) Configure atlas parameters like starting size and resolution limits
Notes
- Panels sharing the same strategy instance share the same atlas texture
- Create multiple strategy instances to group panels into different atlases
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