Rive and Defold

I can’t figure out how to access properties of nested models in one artboard.
I have a RIV file that contains multiple artboards.
I know how to access the properties. I create different RiveModels and set their properties.
Example:

local HP_BAR = "/hud#hp_bar"
local LVL_BAR = "/hud#level_bar"
local GOLD = "/hud#gold"
local TIMER = "/hud#timer"

function init(self)
	self.vm_hp_bar = rive.databind.create_view_model_instance_runtime(HP_BAR, "hp_bar")
	rive.databind.set_view_model_instance_runtime(HP_BAR, self.vm_hp_bar, "hp_bar")
	rive.databind.set_properties(HP_BAR, self.vm_hp_bar, {
		corrent_hp_num = 500,
		max_hp_num = 500
	})

	self.vm_lvl_bar = rive.databind.create_view_model_instance_runtime(LVL_BAR, "level_bar")
	rive.databind.set_view_model_instance_runtime(LVL_BAR, self.vm_lvl_bar, "level_bar")
	rive.databind.set_properties(LVL_BAR, self.vm_lvl_bar, {
		level_num = 30,
		procent_level_progress = 50,
	})

	self.vm_score = rive.databind.create_view_model_instance_runtime(GOLD, "Score")
	rive.databind.set_view_model_instance_runtime(GOLD, self.vm_score, "Score")
	rive.databind.set_properties(GOLD, self.vm_score, {
		gold_value = 50,
	})

	self.vm_timer = rive.databind.create_view_model_instance_runtime(TIMER, "timer")
	rive.databind.set_view_model_instance_runtime(TIMER, self.vm_timer, "timer")
	rive.databind.set_properties(TIMER, self.vm_timer, {
		secunds = 50,
	})      
end

Is there any way to change the value for nested models in one artboard?
The neural network offers this option, but it doesn’t work:

local MODEL = "/hud#rivemodel"
function init(self)
	self.vm = rive.databind.create_view_model_instance_runtime(MODEL, "Main")
	self.vm_main = rive.databind.create_view_model_instance_runtime(MODEL, "Main")
	rive.databind.set_view_model_instance_runtime(MODEL, self.vm_main, "Main")

	rive.databind.set_properties(MODEL, self.vm_main, {
		["level_bar.level_num"] = 30,
		["level_bar.procent_level_progress"] = 50,
		["timer.secunds"] = 60,
		["hp_bar.corrent_hp_num"] = 500,
		["hp_bar.max_hp_num"] = 500,
		["Score.gold_value"] = 100,
	})
	
end

Thank’s!

What happens?

I’m personally not sure how to specify a property path. You’d have to look at their documentation for that.
We provide the means to pass the path to Rive as-is.

DEBUG:SCRIPT: GAME_STATE: game
ERROR:SCRIPT: game/core/hud.script:52: The component could not be found: ‘game:/hud#rivemodel’
stack traceback:
[C]: -1: in function create_view_model_instance_runtime
game/core/hud.script:52: in function <game/core/hud.script:51>

DEBUG:SCRIPT: GAME_STATE: game
ERROR:SCRIPT: game/core/hud.script:52: The component could not be found: ‘game:/hud#rivemodel’
stack traceback:
[C]:-1: in function create_view_model_instance_runtime
game/core/hud.script:52: in function <game/core/hud.script:51>

And, what does your hierarchy look like?
Is the gameobject named “hud”, is the component named “rivemodel”?

INFO:RIVEEXT: Setting ViewModelInstanceRuntime
ERROR:RIVEEXT: CompRiveRuntimeSetPropertyF32:226: No property of type 'number', with path 'level_bar.level_num'
ERROR:SCRIPT: game/core/hud.script:56: game:/hud#rivemodel has no property with path 'level_bar.level_num' that accepts type 'string' (value='30')
stack traceback:
  [C]:-1: in function set_properties
  game/core/hud.script:56: in function <game/core/hud.script:51>