Documentation Index
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| Type | Description |
|---|
| Number | Numeric value |
| String | Text value |
| Boolean | True/false value |
| Color | RGBA color value |
| Trigger | Fire-and-forget event |
| Enum | One value from a predefined list |
| Image | Image asset reference |
| Artboard | Artboard reference |
| List | Collection of values or view models |
Trigger
Trigger properties represent fire-and-forget events. Use them when you want to signal that something happened, such as a button press or one-time action.
Enum
Select from a fixed set of options to control states and variants. Use enums when the possible values are known ahead of time.
Learn more about enums.
Image
Image properties store a reference to an image, allowing you to change which image is displayed.
They are typically bound to image nodes in your design.
Use image properties when each instance needs its own image, such as user avatars, thumbnails, or dynamically loaded content.
For example, in a game or social UI, each player can have their own avatar by binding a different image to the same property.
Image properties affect a single instance.If you need to update an image globally across your entire file, use asset loading instead. Asset loading replaces the underlying asset, updating all instances that use it.
Artboard
Artboard properties let you reference an artboard and dynamically swap it at runtime.
The artboard can come from your current Rive file or be loaded from another .riv file.
To use an artboard as a property, it must first be converted to a Component.
List
List properties store collections of properties.
For more information, see Lists