Rendercam + Rive render script

Hello everyone. I built my project using the staple rendercam plugin in combination with the Rive technology. In previous versions I easily managed to create a render script that worked perfectly with both, however it seems that recent changes in Rive broke it.

These are the lines I include in my update function to render the rive predicate.

    render.enable_state(render.STATE_STENCIL_TEST)
    render.set_projection(rive.get_projection_matrix())
    render.set_viewport(0, 0, render.get_window_width(), render.get_window_height())
    render.draw(self.rive_pred)

A number of problems appear with these

  • The rivemodel is rendered at the wrong place at the wrong scale, even when “coordinates system” is set to “fullscreen”
  • The set_projection() and set_viewport() methods don’t seem to do anything. I can remove them and nothing visibly changes.
  • All predicates that comes after (notalby a separate material that I use to render sprites in front of the rive model) stop being rendered when the rive predicate is rendered. If I remove the rive draw() call they appear back
  • Note that I do have objects parented to my rive model that render exactly where they should, meaning that my rivemodel is “physically” at the right place but is being rendered wrong.

I tried using the default rive render in the extension, right now I’m not even seeing the rive instance being rendered at the wrong place on the screen, I only see the gui and clear color.

So I’m asking you if you know about a way to keep using rendercam before I dive into refactoring everything with the default rive render.

Platform : Android (arm64)
Defold version : 1.10.1
Rive version : 4.0.2