Agent skill

Pixijs Scene Container

by netaart in netaart/cohub

A skill your agent uses when grouping, positioning, or transforming display objects in PixiJS v8.

MITAuto-check passedMarketing & SEO

Install Pixijs Scene Container

skills CLI
$ npx skills add netaart/cohub --skill pixijs-scene-container -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install netaart/cohub pixijs-scene-container --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/netaart/cohub.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/pixijs-scene-container .claude/skills/pixijs-scene-container && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
pixijs-scene-container
GitHub stars
572
Used in
1 other repo
Token cost
~4k tokens
SKILL.md length
1,411 words
Files
1
Skills in repo
30
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when grouping, positioning, or transforming display objects in PixiJS v8.

  • Transforming display objects in PixiJS v8
  • SKILL.md covers Quick Start, Core Patterns, Common Mistakes and API Reference
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • SortableChildren

What it does

Pixijs Scene Container is an agent skill from netaart/cohub. Use this skill when grouping, positioning, or transforming display objects in PixiJS v8. Covers Container constructor options (isRenderGroup, sortableChildren, boundsArea), addChild/removeChild/addChildAt/swapChildren/setChildIndex, position/scale/rotation/pivot/skew/alpha/tint, getBounds/getGlobalPosition/toLocal/toGlobal, zIndex sorting, cullable, onRender per-frame callback, destroy. Triggers on: Container, addChild, removeChild, addChildAt, swapChildren, sortableChildren, zIndex, position, scale, rotation…

Its SKILL.md is about 4k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Marketing & SEO. The repository describes itself as: A living space where people and agents create, play, and build together. The licence is MIT.

When your agent uses it

  • Transforming display objects in PixiJS v8
  • SortableChildren
  • Constructor options
  • ContainerOptions

Example prompts

  • “/pixijs-scene-container”

What it can do on your machine

Read from SKILL.md and the folder at commit eee4291. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are typescript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • pixijs.download

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Pixijs Scene Container loads about 4k tokens when it runs. Until then it costs about 158 tokens; SKILL.md has 1,411 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~158
When it runs · the whole SKILL.md, loaded when a task matches
~4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from netaart/cohub at commit eee4291, republished under its MIT licence (© netaart). 1,411 words, ~3,957 tokens.

Download SKILL.mdSave it as .claude/skills/pixijs-scene-container/SKILL.md (or your agent's skills folder).
name
pixijs-scene-container
description
Use this skill when grouping, positioning, or transforming display objects in PixiJS v8. Covers Container constructor options (isRenderGroup, sortableChildren, boundsArea), addChild/removeChild/addChildAt/swapChildren/setChildIndex, position/scale/rotation/pivot/skew/alpha/tint, getBounds/getGlobalPosition/toLocal/toGlobal, zIndex sorting, cullable, onRender per-frame callback, destroy. Triggers on: Container, addChild, removeChild, addChildAt, swapChildren, sortableChildren, zIndex, position, scale, rotation, pivot, getBounds, toGlobal, toLocal, onRender, destroy, constructor options, ContainerOptions.
license
MIT
disable-model-invocation
true

Container is the general-purpose node of the PixiJS v8 scene graph. It holds children and applies transforms, alpha, tint, and blend mode to its whole subtree. Every display object you make will either be a Container you're building a branch on, or a leaf (Sprite, Graphics, Text, Mesh) that you nest inside one.

Assumes familiarity with pixijs-scene-core-concepts.

Quick Start

ts
const group = new Container({
  label: "hero-group",
  x: 200,
  y: 150,
  sortableChildren: true,
});

const body = new Sprite(await Assets.load("body.png"));
const head = new Sprite(await Assets.load("head.png"));
head.position.set(0, -40);
head.zIndex = 1;

group.addChild(body, head);
group.pivot.set(group.width / 2, group.height / 2);
group.scale.set(1.5);

app.stage.addChild(group);

Related skills: pixijs-scene-core-concepts (scene graph mental model, masking, layers, render groups), pixijs-scene-sprite / pixijs-scene-graphics / pixijs-scene-text / pixijs-scene-mesh (leaf objects that go inside containers), pixijs-events (eventMode, hit testing), pixijs-math (Matrix, toGlobal/toLocal detail), pixijs-performance (cacheAsTexture, culling, render groups).

Core Patterns

Constructor options
ts
const container = new Container({
  label: "world",
  x: 100,
  y: 50,
  scale: 2,
  rotation: Math.PI / 4,
  alpha: 0.8,
  visible: true,
  tint: 0xffaa00,
  blendMode: "add",
  sortableChildren: true,
  isRenderGroup: true,
  origin: { x: 0, y: 0 },
  boundsArea: new Rectangle(0, 0, 1920, 1080),
});

All Container options (position, scale, tint, label, filters, zIndex, etc.) are also valid here — see skills/pixijs-scene-core-concepts/references/constructor-options.md.

The Container constructor uses assignWithIgnore to bulk-copy every field in the options object onto the instance except children, parent, and effects. Any public property of Container is a valid constructor option: cullable, cullArea, mask, filterArea, eventMode, hitArea, and so on. The options block above groups the most common ones; see the shared reference above for the full list.

isRenderGroup: true promotes the container to its own render group so its transforms are applied on the GPU rather than recomputed per-child on the CPU. Use it on stable sub-trees (large static worlds, UI layers). Don't overuse; most scenes don't need explicit render groups and too many hurts performance. Profile before promoting. See pixijs-scene-core-concepts/references/scene-management.md.

sortableChildren: true causes children to be re-sorted by zIndex at the next render. See zIndex below.

origin is a first-class v8 transform helper: an ObservablePoint that acts as a rotation/scale center without moving the container. Where pivot shifts the projection of the local origin in parent space (so changing it displaces the object), origin leaves position alone and simply rotates/scales around the specified local point. Accepts PointData, a single number (applied to both axes), or can be set live via container.origin.set(x, y). Setting both pivot and origin on the same container produces compounding behavior and is discouraged; pick one.

boundsArea forces getBounds() to return a fixed rectangle instead of recursively measuring children; it is a performance win for containers with hundreds of cheap, predictable children.

cullable and cullArea are valid constructor options (the assignWithIgnore pass copies them like any other field), but they are documented in pixijs-performance because culling setup is a performance concern rather than a scene-graph concern.

Leaves vs containers
ts
const parent = new Container();
const sprite = new Sprite(texture);

parent.addChild(sprite);

Only Container (and subclasses intended to hold children, like RenderLayer) should have children. Sprite, Graphics, Text, Mesh, ParticleContainer particles, and DOMContainer content are leaves by convention in PixiJS v8. Wrap them in a Container whenever you need to group things: give the container the layout logic and keep the leaves pure visual data. Adding children to a leaf logs a deprecation warning and is scheduled to become a hard error.

Adding and removing children
ts
const parent = new Container();

parent.addChild(a, b, c);
parent.addChildAt(d, 0);
parent.swapChildren(a, b);
parent.setChildIndex(c, 0);

parent.removeChild(b);
parent.removeChildAt(0);
parent.removeChildren();

parent.removeChildren(0, 2);

addChild accepts any number of children and returns the first one. Children render in array order: index 0 is drawn first (behind), the last index is drawn last (in front). addChildAt inserts at a specific index; setChildIndex moves an existing child; swapChildren exchanges two children's positions.

removeChildren(beginIndex?, endIndex?) removes a slice and returns the removed array.

Calling addChildAt with a child that already belongs to the same container silently moves it to the new index. No added / childAdded / removed / childRemoved events fire, because the parent-child relationship didn't change. Events only fire when the child comes from a different parent (or from no parent).

For reparenting that preserves world transform (so the child doesn't visually jump), use reparentChild / reparentChildAt. For swapping a child in place while copying the old child's local transform, use replaceChild.

Transform properties
ts
const obj = new Container();

obj.x = 100;
obj.y = 200;
obj.position.set(100, 200);

obj.scale.set(2);
obj.scale = 2;

obj.rotation = Math.PI / 4;
obj.angle = 45;

obj.pivot.set(50, 50);
obj.skew.set(0.1, 0.2);

obj.alpha = 0.5;
obj.tint = 0xff0000;
obj.visible = false;
obj.renderable = false;
  • position, scale, pivot, skew are ObservablePoints. Assigning scale = 2 is valid and sets both axes.
  • rotation is radians; angle is degrees; they are aliases that stay in sync.
  • pivot sets the point in local space that maps to position in parent space; changing it both moves and rotates the container.
  • alpha and tint multiply down through children. blendMode applies to this container's draw instructions.
  • visible = false skips rendering and transform updates. renderable = false skips rendering but still updates transforms (use when you need getBounds() or hit-testing without drawing).
zIndex and sortableChildren
ts
const world = new Container({ sortableChildren: true });

const ground = new Sprite(groundTexture);
ground.zIndex = 0;

const player = new Sprite(playerTexture);
player.zIndex = 10;

const ui = new Sprite(uiTexture);
ui.zIndex = 100;

world.addChild(ground, player, ui);

When sortableChildren is true, the container re-sorts its children by zIndex before the next render. Changing any child's zIndex automatically re-marks the parent as needing sort. Sort only what you need to sort; leaving sortableChildren off is cheaper. If you want full manual control, call container.sortChildren() yourself after changing zIndex values.

For render-order control that is decoupled from the hierarchy (children keep their logical parent for transforms but render at a different z), use RenderLayer. See pixijs-scene-core-concepts/references/scene-management.md.

Bounds and coordinate conversion
ts
const bounds = container.getBounds();
console.log(bounds.x, bounds.y, bounds.width, bounds.height);

const rect = container.getBounds().rectangle;

const local = new Point(10, 20);
const world = container.toGlobal(local);
const backToLocal = container.toLocal(world);

const selfPos = container.getGlobalPosition();

getBounds() returns a Bounds object (not a Rectangle); it exposes x, y, width, height, and a .rectangle getter for APIs that need an actual Rectangle. The signature is getBounds(skipUpdate?: boolean, bounds?: Bounds) — pass true as the first arg to skip the forced transform update, and an optional Bounds instance as the second arg to avoid allocating a new one.

toGlobal(point) converts a point in this container's local space to scene-root space. toLocal(point, from?) converts from another container's local space (or global space if from is omitted). getGlobalPosition() is shorthand for parent.toGlobal(this._position).

Show full SKILL.md (552 more words)Show less
Sizing
ts
const sprite = new Sprite(texture);

sprite.setSize(200, 100);
const { width, height } = sprite.getSize();

setSize adjusts scale so the container's bounds fit the requested pixel size, in one operation. Setting .width and .height individually works, but each assignment triggers a separate bounds recomputation; prefer setSize when changing both axes.

Container events
ts
const parent = new Container();

parent.on("childAdded", (child, container, index) => {
  console.log("added at", index, child.label);
});

parent.on("childRemoved", (child, container, index) => {
  console.log("removed from", index);
});

const child = new Container();
child.on("added", (newParent) => console.log("entered", newParent.label));
child.on("removed", (oldParent) => console.log("left", oldParent.label));
child.on("visibleChanged", (visible) => console.log("visible:", visible));
child.on("destroyed", (destroyed) => console.log("gone", destroyed.label));

parent.addChild(child);
EventFires onArguments
childAddedthe parent receiving the child(child, container, index)
childRemovedthe parent losing the child(child, container, index)
addedthe child that was attached(parent)
removedthe child that was detached(parent)
destroyedthe destroyed container(container)
visibleChangedthe container whose visible flipped(visible)

These are emitted on the EventEmitter side of Container; do not confuse them with pointer events from pixijs-events.

destroyed fires after internal cleanup but before listeners are removed, so by the time your handler runs position, scale, pivot, origin, skew, and parent have already been nulled, and children has been emptied (length 0, but the array reference itself is not nulled). Capture any data you need from the container before calling destroy(), not inside the handler.

Per-frame updates with onRender
ts
const container = new Container();

container.onRender = (renderer) => {
  container.rotation += 0.01;
};

container.onRender = null;

onRender runs every frame while the container is being rendered, and receives the active Renderer. Use it for lightweight animation or per-frame updates tied to a specific container. In v7 this pattern was done by overriding updateTransform, which no longer runs every frame in v8. Set onRender = null to detach the callback.

Finding and removing from parent
ts
const player = world.getChildByLabel("player");
const enemies = world.getChildrenByLabel(/enemy-\d+/, true);

const bounds = hud.getLocalBounds();

oldSprite.removeFromParent();
  • getChildByLabel(label, deep?) — first match by string or RegExp. Pass true for a recursive search.
  • getChildrenByLabel(label, deep?, out?) — all matches. Accepts an optional reusable output array.
  • getLocalBounds() — bounds in this container's own coordinate space, ignoring parent transforms. Cheaper than getBounds() for self-contained layout math.
  • removeFromParent() — detaches this from its current parent (no-op if already orphaned).
Destroy
ts
container.destroy();

container.destroy({
  children: true,
  texture: true,
  textureSource: true,
});

console.log(container.destroyed);

By default destroy() unlinks this container from its parent and tears down its own state. Pass { children: true } to recursively destroy every descendant; this is the usual call for killing a whole subtree. texture: true and textureSource: true additionally destroy the GPU resources referenced by leaf children (useful for sprites whose textures you loaded just for them). If cacheAsTexture is on, disable it with container.cacheAsTexture(false) before destroying.

Common Mistakes

[CRITICAL] Adding children to leaf scene objects

Wrong:

ts
const sprite = new Sprite(texture);
const overlay = new Sprite(overlayTexture);
sprite.addChild(overlay);

Correct:

ts
const group = new Container();
const sprite = new Sprite(texture);
const overlay = new Sprite(overlayTexture);
group.addChild(sprite, overlay);

Sprites, Graphics, Text, and Mesh are leaves. Adding children to them logs a deprecation warning now and will be an error in a future version. Always wrap them in a Container when you need grouping.

[HIGH] Expecting getBounds() to return a Rectangle

Wrong:

ts
const rect = container.getBounds();
rect.contains(x, y); // TypeError: contains is not a function

Correct:

ts
const rect = container.getBounds().rectangle;
rect.contains(x, y);

const bounds = container.getBounds();
console.log(bounds.width, bounds.height);

getBounds() returns a Bounds instance in v8. Its basic getters (x, y, width, height) work, but for Rectangle-specific methods like .contains() or passing to APIs that require a Rectangle, read the .rectangle property.

[HIGH] Using cacheAsBitmap instead of cacheAsTexture

Wrong:

ts
container.cacheAsBitmap = true;

Correct:

ts
container.cacheAsTexture(true);

cacheAsBitmap (v7 property) was renamed to cacheAsTexture() (a method) in v8. Always disable it with cacheAsTexture(false) before calling destroy().

[MEDIUM] Using container.name instead of container.label

name was renamed to label in v8. The old property still works as a deprecated alias; getChildByLabel is the v8 way to look up children by name.

[MEDIUM] Setting both pivot and origin on the same container

Pivot shifts the projection of the local origin in parent space (moves the object as a side-effect of changing the rotation center). Origin changes the rotation/scale center without displacement. Setting both on the same container produces unexpected compounding; pick one.

API Reference

© netaart, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .agents/skills/pixijs-scene-container of netaart/cohub.

Open the folder on GitHubat commit eee4291

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in netaart/cohub, which our catalogue first saw on October 7, 2026.

Compare with similar skills

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Categories

Questions about Pixijs Scene Container

What does Pixijs Scene Container do?

A skill your agent uses when grouping, positioning, or transforming display objects in PixiJS v8. Pixijs Scene Container is an agent skill from netaart/cohub. Use this skill when grouping, positioning, or transforming display objects in PixiJS v8.

When should I use Pixijs Scene Container?

Pixijs Scene Container fits situations like: transforming display objects in PixiJS v8; sortableChildren; constructor options; containerOptions.

How do I install Pixijs Scene Container in Claude Code?

Run `npx skills add netaart/cohub --skill pixijs-scene-container -a claude-code`. Or copy the skill folder (.agents/skills/pixijs-scene-container in netaart/cohub) into .claude/skills/pixijs-scene-container in your project. Claude Code loads it when a task matches its description.

How do I install Pixijs Scene Container in Codex?

Run `npx skills add netaart/cohub --skill pixijs-scene-container -a codex`. Or copy the skill folder (.agents/skills/pixijs-scene-container in netaart/cohub) into .agents/skills/pixijs-scene-container in your project. Codex loads it when a task matches its description.

Can I use Pixijs Scene Container in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add netaart/cohub --skill pixijs-scene-container -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/pixijs-scene-container, .gemini/skills/pixijs-scene-container, .github/skills/pixijs-scene-container and .opencode/skills/pixijs-scene-container in your project.

What does Pixijs Scene Container need to run?

SKILL.md names no scripts, command-line tools or credentials: Pixijs Scene Container is instructions for the agent only.

Does Pixijs Scene Container access the network?

SKILL.md names 1 domain. As links in the text: pixijs.download. This is read from the text; nothing was executed.

Is Pixijs Scene Container safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Pixijs Scene Container use?

Pixijs Scene Container is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Pixijs Scene Container use?

About 4k tokens (SKILL.md is roughly 16k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Pixijs Scene Container?

Skills that share tags, products or a category with Pixijs Scene Container: Geo Fundamentals (wasp-lang/wasp, 19k stars), Ab Testing (coreyhaines31/marketingskills, 54k stars), Hreflang and International SEO (AgriciDaniel/claude-seo, 19k stars) and Referrals (coreyhaines31/marketingskills, 54k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Pixijs Scene Container?

netaart (a GitHub organization) maintains it in netaart/cohub, which has 572 GitHub stars. The repository holds 30 skills in this directory. The repository was last updated on October 10, 2026.

Source: netaart/cohub on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.