pixijs-scene-core-concepts — Claude Code skill for the PixiJS v8 scene
Explains how the PixiJS v8 scene graph fits together: containers, leaves, transforms and render order. Useful when your agent writes PixiJS code.
npx skills add pixijs/pixijs-skills --skill pixijs-scene-core-concepts -a claude-codeWhat pixijs-scene-core-concepts does
This skill lays out the shared mental model of the PixiJS v8 scene graph that the other pixijs-scene-* skills point back to. It does not go deep on any single API. Instead it frames the pieces: how a Container differs from a leaf, how local and world coordinates are composed, what render groups, culling and masks actually do, and which skill or reference file covers each topic in detail.
The rule it keeps coming back to: leaves must not have children. Add a child to a Sprite, Graphics, Text or Mesh and PixiJS logs a deprecation warning, with a hard error scheduled later. So any node that needs children gets wrapped in a Container. That is worth checking in an existing codebase, especially on a migration — DisplayObject from earlier versions is gone, and every display object in v8 subclasses Container.
Transforms are covered through localTransform and worldTransform, with toGlobal and toLocal for converting between spaces. Render order follows the child array, with sortableChildren and zIndex for explicit ordering, and RenderLayer for when drawing order has to diverge from the logical hierarchy. Masking picks its type automatically: a Graphics or Container mask uses the stencil buffer, a Sprite mask uses an alpha filter, and a number selects a ColorMask. The skill also spells out destroy() with its children, texture and textureSource flags, plus hierarchy events like childAdded and added.
What it helps with
- tell a container apart from a leaf in PixiJS v8
- migrate code that still relies on
DisplayObject - work out how local and world coordinates are composed
- choose between
sortableChildrenandRenderLayerfor draw order - pick the right mask type for a clipping effect
Example prompts for the agent
- explain how the PixiJS v8 scene graph works and what a render group does
- why does adding a child to a Sprite warn, and how do I fix it
- how do I destroy a scene branch together with its textures
How to install pixijs-scene-core-concepts
1Skills CLI (Vercel)
npx skills add pixijs/pixijs-skills --skill pixijs-scene-core-concepts -a claude-code2Manually: put the files in place
~/.claude/skills/pixijs-scene-core-concepts/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/pixijs-scene-core-concepts/
1Skills CLI (Vercel)
npx skills add pixijs/pixijs-skills --skill pixijs-scene-core-concepts -a codex2Manually: put the files in place
.agents/skills/pixijs-scene-core-concepts/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add pixijs/pixijs-skills --skill pixijs-scene-core-concepts -a cursor2Manually: put the files in place
.cursor/skills/pixijs-scene-core-concepts/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install pixijs/pixijs-skills pixijs-scene-core-concepts2Manually: put the files in place
.github/skills/pixijs-scene-core-concepts/SKILL.md1Skills CLI (Vercel)
npx skills add pixijs/pixijs-skills --skill pixijs-scene-core-concepts -a gemini-cli2Platform CLI
gemini skills install https://github.com/pixijs/pixijs-skills --path skills/pixijs-scene-core-conceptsManually: put the files in place
.devin/skills/pixijs-scene-core-concepts/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add pixijs/pixijs-skills --skill pixijs-scene-core-concepts -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about pixijs-scene-core-concepts
How do I install pixijs-scene-core-concepts in Claude?
Run npx skills add pixijs/pixijs-skills --skill pixijs-scene-core-concepts -a claude-code. The skill file then lands at ~/.claude/skills/pixijs-scene-core-concepts/SKILL.md.
What does pixijs-scene-core-concepts do?
It describes the PixiJS v8 scene graph as a whole: the container versus leaf split, transforms and coordinate spaces, culling, render groups, masking and render order. It acts as the shared entry point for the other pixijs-scene-* skills.
Which platforms can run this skill?
Besides Claude, it installs into Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode, each with its own install command.
Source text
SKILL.md · MIT
---
name: pixijs-scene-core-concepts
description: "Use this skill when reasoning about the PixiJS v8 scene graph as a whole: how containers, leaves, transforms, and render order fit together. Covers leaf vs container distinction, local/world coordinates, culling, render groups, sortable children, masking, RenderLayer, constructor options shared by every scene node, and which leaf skill covers which display object. Triggers on: scene graph, display list, Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite, masking, render group, RenderLayer, world transform, constructor options, ContainerOptions."
license: MIT
---
This skill is the shared mental model referenced by all `pixijs-scene-*` leaves. It explains what the scene graph is in PixiJS v8, how a `Container` differs from a leaf, and where each concept lives. It does not go deep on any single API; it frames the pieces and points to the skill or reference file that does.
## Quick Start
```ts
const world = new Container({ isRenderGroup: true });
app.stage.addChild(world);
const hero = new Container({ label: "hero" });
hero.addChild(new Sprite(bodyTexture));
hero.addChild(new Sprite(faceTexture));
world.addChild(hero);
const mask = new Graphics().rect(0, 0, 800, 600).fill(0xffffff);
world.mask = mask;
world.addChild(mask);
hero.position.set(world.width / 2, world.height / 2);
```
**Related skills:** `pixijs-scene-container` (Container API in detail), the leaf skills (`pixijs-scene-sprite`, `pixijs-scene-graphics`, `pixijs-scene-text`, `pixijs-scene-mesh`, `pixijs-scene-particle-container`, `pixijs-scene-dom-container`, `pixijs-scene-gif`), `pixijs-events` (hit testing traverses the scene graph), `pixijs-performance` (cache, culling, render groups), `pixijs-math` (Matrix, toGlobal/toLocal detail).
## Core Concepts
### What the scene graph is
The PixiJS scene graph is a tree of display objects rooted at `app.stage`. Each node has a parent, a transform (position, scale, rotation, pivot, skew) relative to its parent, and optional visual state (alpha, tint, blendMode, visibility). Each frame the renderer walks the tree, composes transforms and visual state down to world-space, culls what's offscreen, and emits draw calls. The scene graph is both the layout model and the render order: earlier siblings draw behind later siblings.
Every display object in v8 is a `Container` subclass. `DisplayObject` from earlier versions was removed.
### Container vs leaf (CRITICAL)
There are two roles in the tree:
- **Containers**: nodes that hold children. Use a `Container` (or `RenderLayer`) for any node that groups, positions, or transforms other nodes.
- **Leaves**: nodes that draw something and have no children. Use `Sprite`, `Graphics`, `Text`, `Mesh`, `ParticleContainer`'s `Particle`, `DOMContainer`, or `GifSprite` as leaves.
In PixiJS v8, leaves must not have children. Adding children to a `Sprite` / `Graphics` / `Text` / `Mesh` logs a deprecation warning and is scheduled to become a hard error. The rule is: **use `Container` for any node that needs children; do not nest children inside leaf scene objects.** If you need to group a leaf with other leaves, wrap them in a `Container`.
This distinction is why the `pixijs-scene-*` skills are split the way they are: `pixijs-scene-container` covers the grouping node, and each leaf gets its own skill focused on its draw behavior.
### Transforms and coordinate spaces
Every container composes a `localTransform` (a `Matrix`) from its `position`, `scale`, `rotation`, `pivot`, and `skew`. The renderer multiplies parents' local transforms together to produce the `worldTransform` (and `groupTransform` if a render group is in the chain), which maps local points to scene-root space. Use `toGlobal(point)` and `toLocal(point, from?)` to convert between spaces, and `getGlobalPosition()` for this object's world position. Full Matrix detail lives in `pixijs-math`; transform setters and `toLocal`/`toGlobal` live in `pixijs-scene-container`.
### Render order and explicit z-ordering
Children render in array order: index 0 first, last index last. For explicit z-ordering on a single container, set `sortableChildren = true` and assign `zIndex` values to children. For render order that is decoupled from the logical hierarchy (e.g., a character's parent is a game world but its drawing happens on a UI layer), use `RenderLayer`. Deep detail, including when to prefer sortable children vs RenderLayer, is in `references/scene-management.md`.
### Render groups
Flagging a container with `isRenderGroup: true` (or calling `container.enableRenderGroup()`) tells PixiJS to apply its transform on the GPU as a single matrix instead of recomputing every descendant's world transform on the CPU each frame. Use render groups on large, stable sub-trees such as worlds, UI layers, or parallax strips. Deep detail in `references/scene-management.md`.
### Culling
`cullable = true` + a `cullArea: Rectangle` tells the `CullerPlugin` (or any culling pass) to skip rendering objects that fall outside the visible area. `cullableChildren = false` short-circuits recursive culling for a sub-tree whose children are always on screen. Culling is a performance topic; `pixijs-performance` and `references/scene-management.md` cover the trade-offs.
### Masking
Set `container.mask` to another display object to clip its rendering. PixiJS picks the mask type automatically: a `Graphics` or `Container` mask uses a stencil buffer, a `Sprite` mask uses an alpha filter, and a number selects a `ColorMask`. All four mask types (AlphaMask, StencilMask, ScissorMask, ColorMask) are covered in `references/masking.md`.
### Visibility, alpha, tint, and blend mode
`visible = false` skips rendering and transform updates; `renderable = false` skips rendering but still updates transforms (use when hit-testing or bounds queries need to stay live). `alpha` and `tint` multiply down through the sub-tree; `blendMode` controls how this container's draw instructions composite against what is already on the target. See `pixijs-blend-modes` for the full blend-mode list and `pixijs-scene-container` for per-node state.
### Destroy semantics
`container.destroy()` unlinks one node. `container.destroy({ children: true })` recursively destroys the whole sub-tree; always use this for killing a branch. `texture: true` and `textureSource: true` additionally tear down GPU resources owned by leaves. If `cacheAsTexture` is on, disable it before destroying. `pixijs-scene-container` documents the full signature.
### Lifecycle events
Containers emit events for hierarchy and visibility changes: `childAdded` / `childRemoved` on the parent, `added` / `removed` on the child, plus `visibleChanged` and `destroyed` on the container itself. Useful for wiring reactive UI updates or resource bookkeeping. Full details in `references/container-hierarchy.md`.
## Leaf comparison: which skill covers which object
| Leaf | Primary use | Skill |
| -------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------- |
| `Sprite` | Draw a single texture at a position (with variants `NineSliceSprite` for resizable UI panels and `TilingSprite` for repeating backgrounds). | `pixijs-scene-sprite` |
| `Text` / `BitmapText` / `HTMLText` / `SplitText` / `SplitBitmapText` | Render text. Canvas-based `Text` for general use, `BitmapText` for high-volume cheap text, `HTMLText` for rich HTML/CSS layout, split variants for per-character animation. | `pixijs-scene-text` |
| `Graphics` | Vector drawing: shapes, lines, paths, fills, strokes. Backed by a `GraphicsContext`. | `pixijs-scene-graphics` |
| `Mesh` / `MeshSimple` / `MeshPlane` / `MeshRope` / `PerspectiveMesh` | Custom geometry with a shader or texture. Use `MeshRope` for textured path-following ribbons and `PerspectiveMesh` for 2D perspective. | `pixijs-scene-mesh` |
| `ParticleContainer` + `Particle` | Thousands of lightweight sprites with a restricted transform set, for high-throughput particle effects. | `pixijs-scene-particle-container` |
| `DOMContainer` | Render an HTML element positioned inside the scene graph (useful for inputs, iframes, accessibility overlays). | `pixijs-scene-dom-container` |
| `GifSprite` | Animated GIF playback as a display object. Requires `pixi.js/gif`. | `pixijs-scene-gif` |
`Container` itself is covered in `pixijs-scene-container` and is the node every leaf lives inside.
## When to use what (quick decisions)
- "I want to group and transform some display objects" → `Container`, see `pixijs-scene-container`.
- "I want to draw a texture" → `Sprite`, see `pixijs-scene-sprite`.
- "I want to draw vector shapes or paths" → `Graphics`, see `pixijs-scene-graphics`.
- "I want to draw text" → `Text` / `BitmapText` / `HTMLText`, see `pixijs-scene-text`.
- "I want thousands of cheap sprites" → `ParticleContainer`, see `pixijs-scene-particle-container`.
- "I want a custom-geometry mesh or a deformed sprite" → `Mesh` or one of its variants, see `pixijs-scene-mesh`.
- "I want to clip a sub-tree" → set `.mask`, see `references/masking.md`.
- "I want a decoupled render order" → `RenderLayer`, see `references/scene-management.md`.
- "I want GPU-level transforms for a big stable sub-tree" → `isRenderGroup: true`, see `references/scene-management.md`.
- "I want to skip offscreen rendering" → `cullable = true` + `CullerPlugin`, see `pixijs-performance`.
## References
- [references/constructor-options.md](references/constructor-options.md): the ~30 fields inherited by every `Container`-derived node (transform, display, hierarchy, sorting, layout, effects, callbacks), with defaults, types, and when line-by-line assignment is appropriate. Shared reference for all leaf skills.
- [references/container-hierarchy.md](references/container-hierarchy.md): add/remove/swap children, reparenting with transform preservation, label navigation, destroy sub-trees.
- [references/transforms.md](references/transforms.md): position, scale, rotation, pivot, origin, skew, toGlobal/toLocal, the three matrices (local/group/world), bounds.
- [references/masking.md](references/masking.md): AlphaMask, StencilMask, ScissorMask, ColorMask, inverse masking, cost comparison.
- [references/layers.md](references/layers.md): `RenderLayer`, attach/detach, sorted layers, layer + logical parent split.
- [references/render-groups.md](references/render-groups.md): `isRenderGroup`, GPU-level transforms, when to use, render-groups vs `cacheAsTexture`.
- [references/scene-management.md](references/scene-management.md): combined view; render groups, `RenderLayer`, culling, zIndex sorting, `boundsArea`.
## Common Mistakes
### [CRITICAL] Adding children to a leaf display object
Wrong:
```ts
const sprite = new Sprite(texture);
sprite.addChild(new Graphics().rect(0, 0, 10, 10).fill(0xff0000));
```
Correct:
```ts
const group = new Container();
group.addChild(new Sprite(texture));
group.addChild(new Graphics().rect(0, 0, 10, 10).fill(0xff0000));
```
In v8 leaves (`Sprite`, `Graphics`, `Text`, `Mesh`, `ParticleContainer`, `DOMContainer`, `GifSprite`) technically extend `Container` but should not hold children. Adding children to a leaf produces undefined rendering behavior. Wrap the leaf in a `Container` when you need grouping.
### [CRITICAL] Referencing DisplayObject
Wrong:
```ts
import { DisplayObject } from "pixi.js"; // no such export in v8
function moveNode(node: DisplayObject) {
node.x += 1;
}
```
Correct:
```ts
import { Container } from "pixi.js";
function moveNode(node: Container) {
node.x += 1;
}
```
`DisplayObject` was removed in v8. Every display object — including `Sprite`, `Graphics`, `Text`, `Mesh` — is a `Container` subclass now. Use `Container` as the base type.
### [HIGH] Forgetting isRenderGroup on large static subtrees
Wrong:
```ts
const world = new Container();
for (let i = 0; i < 5000; i++) {
world.addChild(new Sprite(texture));
}
app.stage.addChild(world);
```
Correct:
```ts
const world = new Container({ isRenderGroup: true });
for (let i = 0; i < 5000; i++) {
world.addChild(new Sprite(texture));
}
app.stage.addChild(world);
```
Without `isRenderGroup: true`, the renderer recomposes every child's transform against its parents every frame. Marking the subtree as a render group caches transforms and draw state until a child changes, which is essential for large or mostly-static trees.
### [HIGH] Treating child.x as world space
Wrong:
```ts
const enemy = new Container();
enemy.x = 500;
world.addChild(enemy);
world.x = 200;
console.log(enemy.x); // 500 (local), not 700 (world)
```
Correct:
```ts
const worldPos = enemy.toGlobal({ x: 0, y: 0 });
console.log(worldPos.x); // 700
```
`Container.x/y/scale/rotation` are LOCAL to the parent. Use `toGlobal(point)` to compute world-space coordinates, or `getGlobalPosition()` for the container's origin in world space. The world transform is not exposed as a simple `x/y` pair.
### [MEDIUM] sortableChildren without zIndex
Wrong:
```ts
const layer = new Container();
layer.sortableChildren = true;
layer.addChild(bg); // no zIndex
layer.addChild(mid); // no zIndex
layer.addChild(fg); // no zIndex
// order is unchanged — all zIndex default to 0
```
Correct:
```ts
const layer = new Container();
layer.sortableChildren = true;
bg.zIndex = 0;
mid.zIndex = 10;
fg.zIndex = 20;
layer.addChild(bg, mid, fg);
```
`sortableChildren` re-sorts children by `zIndex` before rendering, but only takes effect when children actually have distinct `zIndex` values. Setting only the parent flag has no visible effect.
## Tooling
The [PixiJS Devtools Chrome extension](https://chromewebstore.google.com/detail/pixijs-devtools/aamddddknhcagpehecnhphigffljadon) lets you inspect and manipulate a running scene graph in real time. Install it for any non-trivial layout or render-order debugging.
## API Reference
- [Container](https://pixijs.download/release/docs/scene.Container.html.md)
- [ViewContainer](https://pixijs.download/release/docs/scene.ViewContainer.html.md)
- [RenderLayer](https://pixijs.download/release/docs/scene.RenderLayer.html.md)
- [RenderGroup](https://pixijs.download/release/docs/rendering.RenderGroup.html.md)
- [Bounds](https://pixijs.download/release/docs/rendering.Bounds.html.md)
- [Culler](https://pixijs.download/release/docs/scene.Culler.html.md)
- [CullerPlugin](https://pixijs.download/release/docs/app.CullerPlugin.html.md)
© pixijs · MIT · pixijs/pixijs-skills