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Request to Enable Rive Renderer for Flutter Apps (Android, iOS, Web) #388

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NashIlli opened this issue May 9, 2024 · 12 comments
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enhancement New feature or request

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@NashIlli
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NashIlli commented May 9, 2024

Hello Rive Team,

A few months ago, Rive launched the Rive Renderer for Android, iOS, and Web. I am thoroughly impressed by the capabilities it provides for creating beautiful and interactive animations.

I primarily work with Flutter for cross-platform development and would love to utilize the Rive Renderer in Flutter apps targeting Android, iOS, and Web. I believe this would be a significant upgrade, enabling developers like myself to create even more immersive experiences.

Could you please enable the Rive Renderer for use in Flutter apps across these platforms?

Thank you for considering this request. It would be incredibly beneficial for developers and enhance the quality of our apps.

Looking forward to your response!

Best regards,

Nash

@NashIlli NashIlli added the bug Something isn't working label May 9, 2024
@HayesGordon
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Hi @NashIlli, work for this is underway and we will update the community once this is available.

@NashIlli
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NashIlli commented Jun 17, 2024

Great news @HayesGordon ! Thanks for the update. We are looking forward that feature! :)

@HayesGordon HayesGordon added enhancement New feature or request and removed bug Something isn't working labels Aug 9, 2024
@BlockRen
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Great! Looking forward to Rive Renderer or Impeller related renderer in Flutter for all platforms.
Absolutely necessary for Android and iOS. Excited to see the Renderer in action.

@MaoHolden
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Hey guys, just checking out if there has been any update on this issue? Have an awesome day! <3

@HayesGordon
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@MaoHolden we should be "silently" launching rive_native to Pub in the next few days for macOS and Windows. There is still work to do to add the other platforms, and before we include it as part of the rive_flutter package.

@Matt319
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Matt319 commented Oct 27, 2024

Hello! Has there been any update on this? I checked on pub.dev but I couldn't find any release. Thank you!

@ynaiborlang
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Hi Rive Team, super happy that the responsive feature has landed, congratulations on the hard work. I just wanted to know, how soon can we expect the new Rive Renderer to land for flutter as well, need to use dashed stroke for a project. Thank you

@exploringly
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Yes, I'd also really appreciate knowing when the River Renderer will be available on Flutter. I guess I'm also a little surprised that the Flutter GameKit was announced as "Your first opportunity to experience the power of the Rive Renderer" (https://rive.app/use-cases/rive-gamekit-for-flutter) yet there still isn't a Flutter version. Based on that announcement one would think Flutter would have been the first available platform. But strangely, the Rive Renderer is now on every other platform except Flutter (& Web [WebGL]) (https://rive.app/community/doc/overview/docD20dU9Rod).

Just curious: Why was the River Renderer available as a preview on Flutter first, but then Flutter wound up as seemingly the last platform to get it? Were there some big unexpected technical difficulties with Flutter? Is Flutter going to be a viable way to run Rive Renderer? Is Flutter still a major platform for Rive, or is Flutter moving to a less preferred status?

Really love what your product enables and look forward to seeing the Rive Renderer on Flutter hopefully very soon. Thanks so much and all the best.

@NashIlli
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Same thoughts that @exploringly

We really look forward to use Rive Renderer in Flutter.

@BlockRen
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Any progress? Looking forward to it.

@NashIlli
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NashIlli commented Dec 13, 2024

@MaoHolden we should be "silently" launching rive_native to Pub in the next few days for macOS and Windows. There is still work to do to add the other platforms, and before we include it as part of the rive_flutter package.

@HayesGordon

I mentioned this on Discord to a member of the Rive team, but I wanted to share it here for greater visibility and a better chance of success.

From what I understand, the Rive team is currently focused on and debating between prioritizing Vulkan support or implementing OpenGL ES first as a fallback before Vulkan is fully ready. I truly appreciate the effort and work being put into this decision, as it’s a critical step for Android support.

From my research, it's evident that a significant portion of devices, especially older or budget models, still lack Vulkan support. While newer devices are increasingly Vulkan-compatible, many Android users remain on hardware that only supports OpenGL ES.

Introducing a GL implementation as a fallback would not only ensure broader compatibility for low-end devices but also provide a quicker pathway for Android support while Vulkan development continues. If developing a GL implementation is faster than completing Vulkan, it could serve both as a fallback for low-end devices and as a means to bring Android support to the Rive Runtime sooner.

This approach would significantly increase accessibility and adoption by ensuring the Rive Runtime can run on a wide range of devices while still working toward the performance benefits Vulkan offers in the long term.

While Vulkan is exciting for high-performance use cases and modern devices, relying on it exclusively won't provide a comprehensive solution for Android or "any" device. Many devices, especially in lower markets, will be excluded, limiting Rive’s reach and usability. OpenGL ES as a fallback would help bridge the gap and make the Runtime truly versatile across the Android ecosystem.

Thanks, and pardon me if I misunderstood or said anything incorrect about the Rive team’s plans. We are truly excited about this feature and looking forward to its release. However, we are also concerned that if it only supports Vulkan-compatible devices, it might become more of a problem than a solution for us.

@Smirnovious
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Looking Forward to it! can't wait to use the scrolling feature :)

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