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How to reset a Rive animation? #51
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Have you tried turning it off and on again? Disable and then re-enable the related GameObject? It's hacky but it should work |
Haha good tech support. This is a custom component implementing the Rive
libraries. We can just load the asset again but I had assumed there’d be an
easier way?
…On Tue, 4 Jun 2024 at 15:32, Alex Bethke ***@***.***> wrote:
Have you tried turning it off and on again? Disable and then re-enable the
related GameObject? It's hacky but it should work
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I'm just another dev killing time while waiting for anyone to respond to my own ticket ;) In my usecase the Rive animation just loops infinitely so I've not looked for a more elegant way to restart it. |
Hi Tom, Could you give me a bit more detail about what you're trying to achieve? If you're looking to adjust the playback speed of your animations, you can use the However, since you're more likely referring to resetting your state machine back to its initial state. The recommended way to do this is to coordinate this within your rive file, and control the different changes to the state machine in Unity using inputs. For example, in your rive file (in the rive editor), you could add a You can then fire this trigger in unity and the animation will reset. Working with rive files is a bit different from working with plain animations in that Rive files don't just hold animations, they also contain behaviours. A lot of the things you would usually manually coordinate in Unity in terms of timing animations, for example, can be handled within the Rive file itself, so all you need to worry about in Unity is changing inputs and responding to events. We're working on a lot more examples that illustrate this a bit more. |
I simply want to reset the rive player, as if it had just started. We can
unload it/load it but that seems heavy, and setting up a reset state on the
animation seems like extra work. If there’s no other means then we’ll just
unload/reload.
…On Thu, 6 Jun 2024 at 22:19, Adam ***@***.***> wrote:
Hi Tom,
Could you give me a bit more detail about what you're trying to achieve?
If you're looking to adjust the playback speed of your animations, you can
use the advance() method on your State Machine instance. For instance, to
double the speed, you can multiply elapsedSeconds by 2, like so:
stateMachine.advance(elapsedSeconds * 2);.
However, since you're more likely referring to resetting your *state
machine* back to its initial state. The recommended way to do this is to
coordinate this within your rive file, and control the different changes to
the state machine in Unity using inputs.
For example, in your rive file (in the rive editor), you could add a
trigger input such as onReset and make it so that when that is fired, the
state machine returns to its initial state.
You can then fire this trigger in unity
<https://rive.app/community/doc/state-machines/docHnjaSeIIr> and the
animation will reset.
Working with rive files is a bit different from working with plain
animations in that Rive files don't just hold animations, they also contain
behaviours. A lot of the things you would usually manually coordinate in
Unity in terms of timing animations, for example, can be handled within the
Rive file itself, so all you need to worry about in Unity is changing
inputs and responding to events. We're working on a lot more examples that
illustrate this a bit more.
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Ohh understood. Looks like this is available in some of our other runtime packages, but not currently in the Unity package. We'll look into getting this added! Thanks for bringing it up, in the meantime, the unloading/loading approach you've mentioned is the alternative workaround if updating the rive file to add a reset trigger isn't an option. |
Hi! The docs don't seem to show a way to reset a Rive animation to the default state (including state machines etc). What is the correct way to do this?
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