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Site Map

This page is a crawl-friendly HTML index of the canonical LERP surface.

Primary XML sitemap: sitemap.xml

Home​

  • Welcome to LERP - Luau Education for Rive Professionals - From zero to hero

Core Pages​

Advanced​

Api​

  • API Reference - Complete Rive Luau API documentation organized by category.
  • Assets - Image, Blob, AudioSource, AudioSound, sampling, and Early Access GPU texture-view boundaries
  • Data & Input - Input, Property, Context, and ViewModel for data binding
  • Data Values - Rive Luau API reference for typed DataValue containers and ViewModel properties, including numeric, string, boolean, and color values.
  • Drawing - Path, Paint, Gradient, and Renderer for custom drawing
  • Events - Current Editor event types, ListenerContext payloads, and Node gamepad callbacks
  • File Formats - FileFormat and TextFileFormat editor protocols, document intelligence, previews, and export-to-Blob behavior
  • GPU Shaders - GPUCanvas, Shader, GPUPipeline, GPUBuffer, GPUTexture, GPUSampler, bind groups, and shader descriptor types
  • Hierarchy - Rive Luau reference for node data, hierarchy access, transforms, and layout scripting, with compatibility notes and code examples.
  • Path Effects - PathCommand, PathData, PathEffect, and CommandType
  • Rive Core Types API Reference - Rive Luau API reference for Vector, Color, Mat2D, and Mat4: positions, colors, transforms, constructors, properties, and operations.
  • Rive Interpolator API — Luau callbacks - Rive Luau Interpolator callback signatures, factor remapping, value blending and source-backed runtime fallback behavior.
  • Scene - Rive Luau scene API reference for artboards, nodes, and animations: properties, rendering, advancement, and independent instances.
  • Styling - PaintDefinition, PaintStyle, BlendMode, StrokeCap, StrokeJoin, GradientStop
  • System - Listener, EnumValues, Audio globals, and sandbox/runtime compatibility notes

Best Practices​

Examples​

Fundamentals​

  • 1.2 Control Flow & Loops - Conditionals, loops, and control structures in Rive Node Scripts
  • 1.3 Functions & Closures - Define functions, understand scope, and use closures in Rive Node Scripts
  • 1.4 Tables - Arrays, dictionaries, and data structures in Rive Node Scripts
  • Data Types - Understanding Luau's fundamental data types for Rive animations
  • Iteration - Loops, iterators, and collection traversal in Rive Node Scripts
  • Luau Variables, Types & Operators for Rive - Learn local variables, basic Luau types, operators and script-instance data in Rive Node scripts, with quizzes and coding exercises.
  • Operators - Arithmetic, comparison, logical, and compound operators in Rive Node Scripts

Getting Started​

  • How Rive Scripts Work - Understand Rive Luau script structure, factory functions, self and lifecycle callbacks, with comparisons to JavaScript and After Effects expressions.
  • Welcome to Rive Scripting - Introduction to Rive scripting and what it enables
  • Why Luau? - Understand why Rive uses Luau and how its performance, safety, gradual typing, and Lua foundations fit interactive animation.
  • Your First Rive Script - Write your first Rive Luau Node script, attach it to an artboard, and understand types, inputs and callbacks through beginner exercises.

Oop​

Projects​

  • Catch the Stars - Build a tiny interactive game with clicking stars and score tracking
  • Data Visualization - Build a Rive bar chart driven by ViewModel data in this LERP project, with a Luau script and step-by-step setup.
  • GPU Shader Example Labs - Guided labs for the Rive GPU shader example pack, from first GPUCanvas triangle to post-processing, depth, ray marching, and glass distortion
  • Interactive Button - Build a button that reacts to pointer Input and fires ViewModel triggers

Rive​

  • Converter Script Protocol - Bidirectional data transformation for ViewModel bindings
  • Custom Easing in Rive — Interpolator - Work through quadratic easing in Rive Luau with Interpolator. Learn factor remapping, value blending, fallback behavior and runtime compatibility.
  • Inputs and Data Binding - Learn how to use script inputs and data binding in Rive Node Scripts
  • Layout Script Protocol - Programmatic control over Layout component sizing and positioning
  • Listeners - Learn about Listener functions in Rive - property listeners, pointer events, and cross-script communication
  • Node Lifecycle - Understand when each Node script callback runs in Rive
  • Node Protocol - Learn the Node script protocol structure required for Rive animations
  • Path Effect Script Protocol - Real-time manipulation of path geometry for stroke and fill effects
  • Rive AI Agent - Comprehensive guide to the Rive AI Coding Agent built into the editor
  • Rive Environment - Understand the Rive scripting environment, Console panel, script types, and sandbox limitations
  • Rive ListenerAction Protocol — State Machine Scripts - Run Luau code from Rive state machine listeners. Learn ListenerAction setup, its performAction callback, and how it differs from property listeners.
  • Rive Script Errata - Living tracker of Rive scripting documentation corrections discovered during editor validation
  • Rive Script Types — Choose a Luau Protocol - Compare Rive Node, Layout, Converter, Path Effect and state machine scripts. Choose the right Luau protocol and follow its lesson and example.
  • Runtime Compatibility Baseline - Versioned baseline separating released runtime, public docs, editor rollout, and later-source evidence
  • Script Capability Matrix - Comprehensive matrix of what each Rive script type can access, what parameters it receives, and what it cannot do
  • Test Script Protocol - Write and organize Rive Luau test scripts with cases, groups, expect matchers, and fixtures, then interpret results in the editor.
  • TransitionCondition Script Protocol - Learn the Rive TransitionCondition script protocol for custom state-machine transition logic, with lifecycle methods and examples.
  • Util Script Protocol - Learn how to create reusable Util scripts for sharing code across Node scripts in Rive

Types​