Editor & runtime performance and usage considerations.
.riv
binary size.pause
API on the respective runtime you’re using to prevent Rive from continuing to animate and consume resources when not needed.
b. Call the play
API to continue playing Rive when the graphic needs to continue animating if back onscreen.
pause
or set autoplay: false
with the Rive runtime to ensure these users have reduced motion when navigating the application. Alternatively, different artboards or state machines can be created and loaded at runtime that function differently.Pause
when the Rive graphic is idling while it waits for a transition in the state machine from user interaction, data resolving, etc.
.riv
) using low-level runtimes and manage its resources. With this pattern, you can dynamically create multiple instances of a given Artboard (and its associated state machine).
This is useful if you’re creating a whole “scene” with Rive content that draws to the same canvas/view and needs to efficiently manage how each entity advances over time. For example, if you render 100 instances of an artboard you may want to control when and how each of these entities animates over time, as well as when it stops and removes itself from the scene, thus being more strategic about how much Rive utilizes in resources to draw each frame.
See runtime-specific documentation here: