[![Pub Version](https://img.shields.io/pub/v/rive)](https://pub.dev/packages/rive) ![Build Status](https://github.com/rive-app/rive-flutter/actions/workflows/tests.yaml/badge.svg) ![Discord badge](https://img.shields.io/discord/532365473602600965) ![Twitter handle](https://img.shields.io/twitter/follow/rive_app.svg?style=social&label=Follow) # Rive Runtime docs are available in [Rive's help center](https://help.rive.app/runtimes/quick-start). [Rive](https://rive.app/) is a real-time interactive design and animation tool. Use our collaborative editor to create motion graphics that respond to different states and user inputs. Then load your animations into apps, games, and websites with our lightweight open-source runtimes. ## Add to pubspec.yaml ```yaml dependencies: rive: ^0.7.22 ``` ## Quick Start Play an animation from a Rive file over HTTP: ```dart import 'package:flutter/material.dart'; import 'package:rive/rive.dart'; void main() { runApp(MaterialApp(home: SimpleAnimation())); } class SimpleAnimation extends StatelessWidget { const SimpleAnimation({Key? key}) : super(key: key); @override Widget build(BuildContext context) { return const Scaffold( body: Center( child: RiveAnimation.network( 'https://cdn.rive.app/animations/vehicles.riv', ), ), ); } } ``` To play an animation from an asset bundle, use: ```dart RiveAnimation.asset('assets/truck.riv'); ``` Control playing and pausing a looping animation: ```dart import 'package:flutter/material.dart'; import 'package:rive/rive.dart'; void main() { runApp(MaterialApp(home: PlayPauseAnimation())); } class PlayPauseAnimation extends StatefulWidget { const PlayPauseAnimation({Key? key}) : super(key: key); @override _PlayPauseAnimationState createState() => _PlayPauseAnimationState(); } class _PlayPauseAnimationState extends State { // Controller for playback late RiveAnimationController _controller; // Toggles between play and pause animation states void _togglePlay() => setState(() => _controller.isActive = !_controller.isActive); /// Tracks if the animation is playing by whether controller is running bool get isPlaying => _controller.isActive; @override void initState() { super.initState(); _controller = SimpleAnimation('idle'); } @override Widget build(BuildContext context) { return Scaffold( body: Center( child: RiveAnimation.network( 'https://cdn.rive.app/animations/vehicles.riv', controllers: [_controller], // Update the play state when the widget's initialized onInit: (_) => setState(() {}), ), ), floatingActionButton: FloatingActionButton( onPressed: _togglePlay, tooltip: isPlaying ? 'Pause' : 'Play', child: Icon( isPlaying ? Icons.pause : Icons.play_arrow, ), ), ); } } ``` Play a one-shot animation repeatedly on demand ```dart /// Demonstrates playing a one-shot animation on demand import 'package:flutter/material.dart'; import 'package:rive/rive.dart'; void main() { runApp(MaterialApp(home: PlayOneShotAnimation())); } class PlayOneShotAnimation extends StatefulWidget { const PlayOneShotAnimation({Key? key}) : super(key: key); @override _PlayOneShotAnimationState createState() => _PlayOneShotAnimationState(); } class _PlayOneShotAnimationState extends State { /// Controller for playback late RiveAnimationController _controller; /// Is the animation currently playing? bool _isPlaying = false; @override void initState() { super.initState(); _controller = OneShotAnimation( 'bounce', autoplay: false, onStop: () => setState(() => _isPlaying = false), onStart: () => setState(() => _isPlaying = true), ); } @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: const Text('One-Shot Example'), ), body: Center( child: RiveAnimation.network( 'https://cdn.rive.app/animations/vehicles.riv', animations: const ['idle', 'curves'], controllers: [_controller], ), ), floatingActionButton: FloatingActionButton( // disable the button while playing the animation onPressed: () => _isPlaying ? null : _controller.isActive = true, tooltip: 'Play', child: const Icon(Icons.arrow_upward), ), ); } } ``` ## Antialiasing If you want to disable antialiasing (usually for performance reasons), you can set `antialiasing` to `false` on the `Rive` and `RiveAnimation` widgets.