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RiveView Metal HUD Bug Reproduction

This project reproduces a bug in the Rive iOS SDK where a Metal Performance HUD overlay unexpectedly appears when multiple RiveView instances are created, even in release builds.

🐞 Bug Description

On physical devices (reproducible on iPhone 14 Pro), when two or more instances of RiveView are created in the view hierarchy, a system-level overlay appears showing Metal debug stats (FPS, CPU/GPU usage, chip information, etc.), despite all debug-related settings being turned off.

✅ Repro Steps

  1. Clone this repository.
  2. Build and run the project on a real device (e.g., iPhone 14 Pro).
  3. Observe the Metal debug HUD when two RiveView instances are created.

🔍 What Has Been Tried

  • Fully read through Rive iOS SDK documentation
  • Tried different Rive SDK versions (including 6.5.3 and earlier)
  • Tested using both StateMachine and basic Artboard rendering
  • Disabled OS_ACTIVITY_MODE, MTL_DEBUG_LAYER, and other debug flags
  • Set Build Configuration to Release
  • Set SWIFT_OPTIMIZATION_LEVEL = -Owholemodule
  • Explicitly set preferredFramesPerSecond to different values
  • Created a minimal testbed project (this repo) to isolate the issue

🧪 Observations

  • Bug only appears when multiple RiveView instances are added to the view hierarchy.
  • Does not happen with a single RiveView.
  • Does not reproduce when using Lottie instead.
  • Metal HUD appears even with isUserInteractionEnabled = false and no triggered inputs.

📦 Environment

  • Rive SDK version: 6.5.3
  • Xcode: 15.x
  • iOS: 17.x
  • Device: iPhone 14 Pro

📝 Workaround

Due to the instability and undesired visual output when using multiple RiveViews, we are currently opting to use Lottie as an alternative animation framework for this particular use case.

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