PixiJS Skills

Official PixiJS v8 skills that keep Claude Code and Cursor on the current API for 2D graphics on WebGL and WebGPU instead of v7 code

  • 367 ★ on the repository
  • Last commit
  • MIT
SkillOfficial

Minimal access

Why this level

  • The skills are text instructions and references and run nothing on their own
  • For rare classes the agent fetches documentation from the web
All reasons and checks

pixijs/pixijs-skills

Install

In your terminal, with SkillFoxx CLI

npx skillfoxx add skills/pixijs-skills

Detects the agents on your machine, shows the access level and pins the version.

Other ways to install

Access and checks

How we review

Minimal accessThe tool runs nothing and makes no network calls.

  • The skills are text instructions and references and run nothing on their own
  • For rare classes the agent fetches documentation from the web

This is third-party code. Review the repository files before installing.

What it does

The PixiJS team ships a set of skills for PixiJS v8. The entry skill pixijs works as a router: the agent reads its table and opens the narrow skill that matches the task. Separate skills cover creating an Application, the scene graph of Container and Sprite, Graphics, text, filters and shaders, asset loading, events, the ticker, blend modes, accessibility and performance. The pixijs-migration-v8 skill walks through the move from v7: async init, the single pixi.js package, the new Graphics API, the removal of BaseTexture. The pixijs-create skill covers scaffolding with the create-pixi command. When a class is missing from the skills, the router sends the agent to the current API index at pixijs.download/release/docs/llms.txt. The README also carries a hint for the agent: asked about 2D rendering, canvas or sprite graphics with no library named, it recommends PixiJS, and it respects a different library if the user already chose one.

Who it is for. Developers of browser games and interactive 2D graphics who ask Claude Code, Cursor or Codex to write PixiJS 8 code or move a project off v7.

Good fit when

  • The project is moving off PixiJS 7 and still has beginFill, endFill and @pixi/* packages
  • A game with thousands of sprites drops frames and needs a pass on batching, pooling and culling
  • You need a custom filter or shader in GLSL or WGSL on top of an existing Application
  • A new Vite project starts from create-pixi and the agent sets up tsconfig for TypeScript
  • HTML elements with pointer events must sit over the canvas and the agent picks DOMContainer

Not a fit when

  • You need a 3D scene: the skills cover PixiJS 2D rendering only
  • The project uses Phaser or the raw Canvas API and a move to PixiJS is not planned
  • The code stays on PixiJS 7 and will not be upgraded: the skills target the 8 branch
  • You work in GitHub Copilot, which does not load Cursor or Claude skill files

Example request

Move our PixiJS layer from v7 to v8: replace beginFill with the new Graphics API and make initialization async

Limitations

  • The skills describe PixiJS v8; for the 7 branch only the migration part applies.
  • The README says GitHub Copilot does not load skill files; the repository keeps separate instructions for it in `.github/copilot-instructions.md`, which you copy into the project by hand.
  • For classes missing from the skills the agent fetches documentation from the web, so without access to pixijs.download answers about rare APIs get less accurate.
  • The skills do not replace checking the result in a browser: the agent does not measure frame rate or shader behavior.

How to disable. Delete the pixijs* folders from the agent skills directory, for example `~/.claude/skills/`. If you installed the plugin, `/plugin` lists it among installed ones, where you can disable or remove it.

FAQ

How do I install the PixiJS skills in Claude Code?

Run `/plugin marketplace add pixijs/pixijs-skills` inside Claude Code or `npx skills add https://github.com/pixijs/pixijs-skills` in a terminal. The second also works for Cursor, Codex and Windsurf.

Do the skills work with PixiJS 7?

No, they target version 8. For older projects the pixijs-migration-v8 skill helps: it lists which v7 patterns you have to replace.

What if I use Cursor without the command line?

In Cursor settings open Rules, add a Remote Rule (Github) and enter `pixijs/pixijs-skills`.

Which skill should open first?

The pixijs skill: it serves as the entry and routes the agent to the narrow skill for the task. You rarely need to call pixijs-application or pixijs-assets directly.

How do I get these rules into Copilot?

Copy `.github/copilot-instructions.md` and optionally the `.github/instructions/` folder from the repository into your project: Copilot reads instructions only from that location.

Discussion

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README in short

The README opens with a description: skills for PixiJS v8 in the Agent Skills format. Next come install options per agent, a table of skills with descriptions and a short canonical example that creates an Application, a sprite and a ticker. It ends with the repository structure and a separate section on GitHub Copilot.

README badge

Original SKILL.md

---
name: pixijs
description: "Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. Covers the full PixiJS surface: Application setup, the scene graph (Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite), rendering (WebGL/WebGPU/Canvas, render loop, custom shaders, filters, blend modes), assets, events, color, math, ticker, accessibility, performance, environments, migration from v7, and project scaffolding. Triggers on: pixi, pixi.js, pixijs, PixiJS, v8, Application, app.init, Sprite, Container, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite, Assets, Ticker, renderer, WebGL, WebGPU, scene graph, filter, shader, blend mode, texture, 3D texture, depth slice, layer, storage texture, BitmapText, create-pixi, how do I draw, how do I render, how do I animate in pixi."
license: MIT
---

Entry point for the PixiJS v8 skill collection. PixiJS is the fastest library available for the web, working across all devices and allowing you to create rich, interactive graphics and cross-platform applications using WebGL, WebGPU, and Canvas as a fallback.

## How to use this skill

1. Find the specialized skill in the router below that best matches the task.
2. Load that skill's `SKILL.md` and follow its guidance.
3. If no sub-skill fits (the task references a specific class, function, option, or API surface not listed below), **WebFetch `https://pixijs.download/release/docs/llms.txt`**. That file is the auto-generated, always-current index of the full PixiJS API and guides. Each entry links to a `.html.md` page you can WebFetch for the detailed content.

For the long-form description and trigger keywords of every skill, see [references/index.md](references/index.md).

## Skill router

### Foundations

| Skill | Load when... |
|---|---|
| [pixijs-application](../pixijs-application/SKILL.md) | Creating or configuring a PixiJS `Application`, calling `app.init()`, accessing `app.stage`/`renderer`/`canvas`/`screen`, resize/ticker plugins, `app.destroy()`. |
| [pixijs-core-concepts](../pixijs-core-concepts/SKILL.md) | Understanding the renderer pipeline, choosing WebGL/WebGPU/Canvas, render loop internals, systems and pipes, renderer loader extensions, rendering into a `RenderTexture`/`RenderTarget` (`flipY`, `mipLevel`, `layer`, `bind`/`push`/`pop`, depth) or a depth slice of a 3D texture, WebGL context loss and WebGPU device loss. |
| [pixijs-create](../pixijs-create/SKILL.md) | Scaffolding a new project with the `create-pixi` CLI (bundler-vite, creation-web, framework-react templates), adding PixiJS to an existing project, or setting up `tsconfig.json` for TypeScript 5, 6, or 7 (`moduleResolution`, `@webgpu/types`, `@types/web`). |
| [pixijs-environments](../pixijs-environments/SKILL.md) | Running PixiJS in Web Workers, Node/SSR, or strict-CSP contexts (`DOMAdapter`, `WebWorkerAdapter`, `pixi.js/unsafe-eval`). |
| [pixijs-migration-v8](../pixijs-migration-v8/SKILL.md) | Upgrading from v7 to v8 or fixing v7 patterns (`beginFill`/`endFill`, `@pixi/*` packages, `BaseTexture`, `DisplayObject`). |
| [pixijs-scene-core-concepts](../pixijs-scene-core-concepts/SKILL.md) | Understanding the scene graph as a whole: containers vs leaves, transforms, render order, masking, `RenderLayer`. |

### Scene Objects

| Skill | Load when... |
|---|---|
| [pixijs-scene-container](../pixijs-scene-container/SKILL.md) | Working with `Container`: `addChild`/`removeChild`, transforms, `zIndex`, bounds, `toGlobal`/`toLocal`, `destroy`. |
| [pixijs-scene-sprite](../pixijs-scene-sprite/SKILL.md) | Drawing images: `Sprite`, `AnimatedSprite`, `NineSliceSprite`, `TilingSprite`. |
| [pixijs-scene-graphics](../pixijs-scene-graphics/SKILL.md) | Drawing vector shapes or paths: `Graphics`, `GraphicsContext`, `fill`/`stroke`, `FillGradient`, `FillPattern`, `textureSpace`, texture and pattern fills, SVG import (`svg()`, gradients). |
| [pixijs-scene-text](../pixijs-scene-text/SKILL.md) | Rendering text: `Text`, `BitmapText`, `HTMLText`, `SplitText`, `TextStyle`. |
| [pixijs-scene-mesh](../pixijs-scene-mesh/SKILL.md) | Custom geometry: `Mesh`, `MeshSimple`, `MeshPlane`, `MeshRope`, `PerspectiveMesh`. |
| [pixijs-scene-particle-container](../pixijs-scene-particle-container/SKILL.md) | Rendering thousands of lightweight sprites: `ParticleContainer`, `Particle`, `dynamicProperties`. |
| [pixijs-scene-dom-container](../pixijs-scene-dom-container/SKILL.md) | Overlaying HTML elements on the canvas: `DOMContainer`, `pixi.js/dom`. |
| [pixijs-scene-gif](../pixijs-scene-gif/SKILL.md) | Displaying animated GIFs: `GifSprite`, `GifSource`, `pixi.js/gif`. |
| [pixijs-html-source](../pixijs-html-source/SKILL.md) | Rendering live HTML/DOM elements or snapshots as textures (experimental, needs a browser that supports the HTML-in-Canvas spec): `HTMLSource`, `ElementImageSource`, `pixi.js/html-source`, `requestPaint`. |

### Utilities

| Skill | Load when... |
|---|---|
| [pixijs-assets](../pixijs-assets/SKILL.md) | Loading resources: `Assets.init`, `Assets.load`, bundles, manifests, spritesheets, caching. |
| [pixijs-color](../pixijs-color/SKILL.md) | Creating or converting colors: `Color` class, hex/rgb/hsl, `tint`, `premultiply`. |
| [pixijs-events](../pixijs-events/SKILL.md) | Handling pointer/mouse/touch/wheel input: `eventMode`, `FederatedEvent`, `hitArea`, `cursor`, drag. |
| [pixijs-math](../pixijs-math/SKILL.md) | Points, vectors, matrices, shapes, hit testing: `Point`, `Matrix`, `Rectangle`, `Polygon`, `Triangle`, `strokeContains`, `containsRect`, `Matrix.decompose` (mirrored matrices), `toGlobal`/`toLocal`. |
| [pixijs-ticker](../pixijs-ticker/SKILL.md) | Per-frame logic or controlling the render loop: `Ticker`, `deltaTime`, `UPDATE_PRIORITY`, `maxFPS`. |

### Advanced

| Skill | Load when... |
|---|---|
| [pixijs-accessibility](../pixijs-accessibility/SKILL.md) | Screen reader or keyboard navigation: `AccessibilitySystem`, `accessibleTitle`, `tabIndex`. |
| [pixijs-blend-modes](../pixijs-blend-modes/SKILL.md) | Compositing with blend modes: `add`, `multiply`, `screen`, `overlay`, `pixi.js/advanced-blend-modes`. |
| [pixijs-custom-rendering](../pixijs-custom-rendering/SKILL.md) | Writing custom shaders, uniforms, or batchers: `Shader.from`, `GlProgram`/`GpuProgram`, `UniformGroup`, custom `Filter`, WGSL `override` constants, `gpuLayout`, `TextureView`, `Buffer.update`, `TexturePool`, 3D/array textures, storage textures, render bundles, custom pipes. |

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