Rive ✅
Rive Canvas RELEASED in Sygnal Media v0.1.2
Rive WebGL2 RELEASED in Sygnal Media v0.1.5
Webflow has a native Rive element, based on Rive's Canvas renderer. This allows widespread support but does not support Rive's WebGL2 capabilities like vector feathering.

Features
Two components, Rive Canvas and Rive WebGL2
Allows you to choose the right capabilities and support level for your audience
Vector feathering support, in Rive WebGL2
Broader backwards compatibility, in Rive Canvas
CMS property binding support for both components
External Rive hosting support for both components
As much as possible, match any integration capabilities
Currently unsupported;
IX2 / IX3 integration
Demonstration
Properties
Rive File
Asset or URL
Link to a .riv file in assets, or specify a URL to link to an external file.
Artboard
Text
Case-sensitive, must enter exactly. Unfortunately no pick list support.
State Machine
Text
Case-sensitive, must enter exactly. Unfortunately no pick list support.
Fit
Variant pick list
Contain: Animation scales to fit within bounds maintaining aspect ratio
Cover: Animation scales to fill entire container, may crop content
Fill: Animation stretches to fill container exactly, may distort
Fit Width: Animation scales to match container width
Fit Height: Animation scales to match container height
None: No scaling, uses original animation size
Scale Down: Like contain but never scales up, only down
Align
Variant
Alignment, e.g. top-left, middle-center, ...
Width
Text ( measure )
Width of the component
Height
Text ( measure )
Height of the component
Responsive
Boolean
Autoplay
Boolean
Touch Scroll Behavior
Boolean
Automatically Handle Events
Boolean
Lazy Load
Boolean
Technical Notes
Rive, Canvas v. WebGL Rendering
Rive has two distinct renderers;
@rive-app/canvas: Uses CanvasRenderingContext2D renderer - no vector feathering support@rive-app/webgl2: Uses WebGL2 with Rive Renderer - supports vector feathering
Vector feathering requires WebGL2 and the Rive Renderer, which cannot be achieved with the canvas-based runtime.
Rather than choosing, Sygnal Components takes the approach of two components.
Why Support Both Canvas and WebGL?
WebGL is widely supported but is still a relatively newer technology with higher processing demands.
Features
Uses
@rive-app/canvasruntime
Better browser compatibility
Works everywhere
Does NOT support vector feathering
Uses
@rive-app/webgl2runtime
Supports vector feathering effects
Requires WebGL2 support
Better error message if WebGL2 unavailable
Support
~99.9% of global users
✅ Chrome/Edge: Yes (since forever - 2004 spec)
✅ Firefox: Yes (since 2005)
✅ Safari: Yes (since 2006)
✅ Samsung Internet: Yes
✅ IE11: Yes (though IE11 is dead)
✅ All iOS devices: Yes (including iOS 12+)
✅ All corporate/locked browsers: Yes (cannot be disabled)
~97% of global users
✅ Chrome/Edge: Yes (since 2017)
✅ Firefox: Yes (since 2017)
✅ Safari: Yes (since iOS 15/macOS Big Sur - 2021)
✅ Samsung Internet: Yes
❌ IE11: No (but IE11 is dead)
⚠️ Older iOS devices (pre-iOS 15): No
⚠️ Some corporate/locked browsers: May have WebGL disabled for security
Advantages
Guaranteed compatibility - Works literally everywhere, even with WebGL disabled
Lower GPU requirements - Uses 2D rendering context, less demanding
Corporate environments - Some IT departments disable WebGL for security
Fallback safety - If GPU is struggling, Canvas might still work
Predictable performance - CPU-based rendering is more consistent
Vector feathering support - The primary modern Rive feature (Canvas cannot do this)
GPU acceleration - Hardware-accelerated rendering, much faster for complex animations
Better performance - Offloads work to GPU, keeps CPU free for other tasks
Future-proof - All new Rive features require WebGL2/Rive Renderer
Scales better - Multiple animations on page don't bog down CPU
Modern standard - Part of the web platform direction (97% adoption)
Disadvantages
No vector feathering (defeats your purpose)
Slower for complex animations
Missing modern Rive features
~3% of users could see broken animations
iOS 14 and older (still ~5-8% of iOS users) won't work
Accessibility concern - some users disable WebGL for medical reasons (seizures)
Corporate firewalls - locked-down environments might block it
Use When
✅ You have enterprise/B2B clients (conservative IT)
✅ You support government/education sectors (old hardware)
✅ You have significant iOS 14 traffic
✅ Your Rive animations work fine without feathering
✅ You want maximum reach over bleeding-edge features
✅ You're targeting modern consumers (B2C)
✅ You need vector feathering (your animations use it)
✅ Your analytics show <1% legacy iOS traffic
✅ You're okay with a graceful fallback message for the 3%
✅ Your animations are performance-intensive anyway
Webpack Build Efficiency
Static imports mean Webpack can properly tree-shake
In our tests, the build output confirms Webpack is properly code-splitting. WebGL2 runtime will only be bundled if RiveWebGL2 component is actually used
If user only adds RiveCanvas to their Webflow site, the WebGL2 runtime never gets bundled into the deployment at all
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