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Rive Physics vs ExodeUI

Rive physics questions usually come down to constraints versus simulation. Rive gives you constraints for rigs and motion; ExodeUI adds a physics engine to the file.

Updated October 2026 · We make ExodeUI

Direct Answer

Rive does not list a physics engine in its docs. It uses constraints, such as IK, distance, rotation, scale, translation, follow-path and scroll constraints, which are excellent for rigged character motion. ExodeUI includes a 2D physics engine (Rapier2D in the runtime): gravity, collisions, drag with bounds, attractors, fluid zones and effects such as squash and trails. Use Rive for authored, repeatable motion and ExodeUI when interface elements should behave like physical objects.

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Authored motion vs simulated motion

In Rive you rig, add constraints and animate, and the runtime plays it the same way every time. That predictability suits characters and brand moments. Custom simulation is possible with Luau scripting, but it is code you write.

In ExodeUI, objects can have physics properties: they fall, collide, get dragged and settle. That suits playful product UI such as draggable cards, physics-based menus and toys.

  • Artboard gravity and per-object physics properties
  • Physics fields: attractors, fluid zones with buoyancy and drag, orbits
  • Effects: squash, trail, impact ring, dust, contact shadow, screen shake
  • Constraints too: distance, rotation, scale, translation, follow path, follow pointer

Rive vs ExodeUI: physics

Rive data from rive.app/docs, checked October 2026.

FeatureRiveExodeUI
Physics engineNone listed in the docsRapier2D in the runtime
ConstraintsIK, distance, rotation, scale, translation, follow path, scrollDistance, rotation, scale, translation, follow path, follow pointer
Gravity and collisionsVia scriptingBuilt in
Character riggingMature bones and meshesBones, IK and skinning (newer)

Frequently Asked Questions

Does Rive have physics?

Rive's docs list constraints rather than a physics engine. You can build custom simulation with Luau scripting.

Does ExodeUI have a physics engine?

Yes. The runtime uses Rapier2D for gravity, collisions and dragging, and the editor adds physics fields such as attractors and fluid zones.

Is physics animation good for UI?

In small doses. Physics makes drag, throw and settle interactions feel natural, but keep it out of controls people use quickly, and respect reduced-motion settings.

Which is better for character animation?

Rive. Its bones, meshes and constraints are more mature. ExodeUI has bones, IK and skinning, but it is aimed at interface motion.

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