Controlling Playback
State machines play by “advancing” over time. This is done once per frame by the amount of time between frames. For example, for a graphic running at 60 frames per second, the state machine would be advanced by approximately 16.67 milliseconds (1/60th of a second) each frame. This advancing evaluates keyframes, transitions, data bindings changes, and ultimately the visible artboard elements to create the illusion of motion over time. This runtime provides a way to control whether the state machine is playing. When paused or stopped, the state machine does not advance and the last rendered frame remains visible. When playing from pause, the state machine resumes from where it left off, whereas when playing from stop, it restarts from the entry state. Whether or not a state machine plays automatically depends on the value of theautoplay property. This is true by default. It may be useful to set this to false if you want to configure the state machine and artboard, e.g. through data bindings, before initial playback.
In addition to the paused/stopped state, state machines may also “settle”. This is an optimization where the Rive runtime detects that no further changes will occur (for example, if there are no active transitions or animations). While settled the state machine will also stop advancing. This improves performance and energy use by avoiding unnecessary calculations. State machines are unsettled by external actions that change their state, such as user input or data binding changes. You can additionally force a state machine to unsettle by calling play, though it may immediately re-settle if there is no further work to be done.
Playing State Machines
By default, the state machine of a The following sections assumes that you have read through the Getting an Artboard overview.Note that these are all async throwing functions marked as
Rive object will automatically play when in use by a RiveUIView.In the , there is currently no way of manually playing and pausing a state machine.Additionally, the framerate is set to the framerate of the device.APIs for manually playing and pausing the state machine and setting a custom frame rate will come in the future.
Getting a State Machine
Once you have created aFile and Artboard, you can then retrieve information for and create StateMachine types.@MainActor. Since they are functions called on an Artboard object, any thrown errors will be of type ArtboardError.An example of when one of these functions will throw is if you call .createStateMachine(_:) with a name that is not in the origin Artboard, which will throw a ArtboardError.invalidStateMachine(String).Using a State Machine
Remember that the Rive configuration for a view is theRive type. In the overview, we show initializing a Rive object with just a file. However, you can initialize a Rive object with a specific state machine: