RiveError: Animation cache overflow: too many active animations in the same RiveArtboard
ID: flutter/rive-animation-cache-overflow
Version Compatibility
| Version | Status | Introduced | Deprecated | Notes |
|---|---|---|---|---|
| Flutter 3.22 | active | — | — | — |
| Dart 3.4 | active | — | — | — |
| rive_common 0.4.0 | active | — | — | — |
| flare_flutter 3.0.0 | active | — | — | — |
Root Cause
The Rive animation runtime has a limit on the number of simultaneously playing animations per Artboard (default ~64), which is exceeded when many animations are started without stopping previous ones.
generic中文
Rive 动画运行时对每个 Artboard 同时播放的动画数量有限制(默认约 64 个),当启动许多动画而未停止之前的动画时,会超过该限制。
Official Documentation
https://pub.dev/packages/riveWorkarounds
-
85% success Stop animations before playing new ones: `artboard.animations.forEach((a) => a.stop()); artboard.animationByName('newAnimation')?.play();`
Stop animations before playing new ones: `artboard.animations.forEach((a) => a.stop()); artboard.animationByName('newAnimation')?.play();` -
80% success Implement a pooling mechanism that reuses animation instances: maintain a list of active animations and remove completed ones using `animation.isActive` check.
Implement a pooling mechanism that reuses animation instances: maintain a list of active animations and remove completed ones using `animation.isActive` check.
-
75% success Use `artboard.animations.clear()` to remove all animation states before loading a new set of animations in a scene transition.
Use `artboard.animations.clear()` to remove all animation states before loading a new set of animations in a scene transition.
中文步骤
Stop animations before playing new ones: `artboard.animations.forEach((a) => a.stop()); artboard.animationByName('newAnimation')?.play();`Implement a pooling mechanism that reuses animation instances: maintain a list of active animations and remove completed ones using `animation.isActive` check.
Use `artboard.animations.clear()` to remove all animation states before loading a new set of animations in a scene transition.
Dead Ends
Common approaches that don't work:
-
85% fail
Modifying third-party library source is not maintainable and will be overwritten on package updates; also, increasing cache size may cause memory pressure.
-
90% fail
The runtime does not automatically clean up old animations; each new `play()` call adds to the cache without removing previous instances.
-
70% fail
Rive animations are independent; a single controller cannot manage multiple simultaneous animations with different timelines.