Rive extension update 3.0.0
The Rive extension has been updated to version 3.0.0. The major release include switching out the Defold Rive render backend to the native Rive renderer. This means that we no longer provide our own rendering layer, and instead rely on the Rive libraries to handle the rendering for us. This should improve stability over Rive versions and lessen the maintenance burden on our side.
Extension URL: https://github.com/defold/extension-rive
Overview
- Android support for Arm64.
- Web support for WebGL2 (WebGPU pending).
- Windows and Linux is using the OpenGL rendering backend. Vulkan support is currently not available.
Note: WebGL1 and ARMv7 is not supported, and will likely never be due to missing OpenGL features.
Installation
The updated extension is compatible with Defold 1.9.5+
, which is currently in Alpha. To test the new functionality:
- download the latest Alpha version of Defold from d.defold.com or wait until the new version has been promoted to stable in a few weeks.
- Use the stage server (preferences → extensions → Build server: https://build-stage.defold.com)
Future
- The editor is still using the old tessellation path due to technical reasons related to the graphical backend used in the editor. We will hopefully be able to move the editor over to the new renderer at some point.
- Some functionality is currently not working correctly, but is still exposed via the editor:
- Per-rive-scene blending doesn’t work, blending must be done in the rive files.
- Textured meshes doesn’t work in the preview - the editor still uses the old flow where textures must be present in Atlas files for the preview to work. Due to how the new rive renderer is implemented, there is currently no way for Defold to match Atlases to rive files in the renderer - textured meshes will only use textures from the .riv container files themselves.