Agent skill

Pixijs Scene Core Concepts

by netaart in netaart/cohub

A skill your agent uses when reasoning about the PixiJS v8 scene graph as a whole: how containers, leaves, transforms, and render order fit together.

MITAuto-check passed

Install Pixijs Scene Core Concepts

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

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

GitHub CLI
$ gh skill install netaart/cohub pixijs-scene-core-concepts --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-core-concepts .claude/skills/pixijs-scene-core-concepts && 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-core-concepts
GitHub stars
572
Used in
1 other repo
Token cost
~3.9k tokens
SKILL.md length
1,392 words
Files
8 (incl. references)
Skills in repo
30
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when reasoning about the PixiJS v8 scene graph as a whole: how containers, leaves, transforms, and render order fit together.

  • Reasoning about the PixiJS v8 scene graph as a whole: how containers
  • SKILL.md covers Quick Start, Core Concepts, Leaf comparison: which skill… and When to use what (quick…, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Render order fit together

What it does

Pixijs Scene Core Concepts is an agent skill from netaart/cohub. 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…

Its SKILL.md is about 3.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including reference files (for example `references/constructor-options.md`, `references/container-hierarchy.md` and `references/layers.md`).

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

  • Reasoning about the PixiJS v8 scene graph as a whole: how containers
  • Render order fit together
  • ParticleContainer
  • World transform

Example prompts

  • “/pixijs-scene-core-concepts”

What it can do on your machine

Read from SKILL.md and the folder at commit 40b557f. 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
    • chromewebstore.google.com

    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 Core Concepts loads about 3.9k tokens when it runs, and up to ~15k if it reads all its reference files. Until then it costs about 153 tokens; SKILL.md has 1,392 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~153
When it runs · the whole SKILL.md, loaded when a task matches
~3.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~15k

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 40b557f, republished under its MIT licence (© netaart). 1,392 words, ~3,908 tokens.

Download SKILL.mdSave it as .claude/skills/pixijs-scene-core-concepts/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.
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
disable-model-invocation
true

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.

Show full SKILL.md (600 more words)Show less

Leaf comparison: which skill covers which object

LeafPrimary useSkill
SpriteDraw 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 / SplitBitmapTextRender 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
GraphicsVector drawing: shapes, lines, paths, fills, strokes. Backed by a GraphicsContext.pixijs-scene-graphics
Mesh / MeshSimple / MeshPlane / MeshRope / PerspectiveMeshCustom geometry with a shader or texture. Use MeshRope for textured path-following ribbons and PerspectiveMesh for 2D perspective.pixijs-scene-mesh
ParticleContainer + ParticleThousands of lightweight sprites with a restricted transform set, for high-throughput particle effects.pixijs-scene-particle-container
DOMContainerRender an HTML element positioned inside the scene graph (useful for inputs, iframes, accessibility overlays).pixijs-scene-dom-container
GifSpriteAnimated 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: 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: add/remove/swap children, reparenting with transform preservation, label navigation, destroy sub-trees.
  • references/transforms.md: position, scale, rotation, pivot, origin, skew, toGlobal/toLocal, the three matrices (local/group/world), bounds.
  • references/masking.md: AlphaMask, StencilMask, ScissorMask, ColorMask, inverse masking, cost comparison.
  • references/layers.md: RenderLayer, attach/detach, sorted layers, layer + logical parent split.
  • references/render-groups.md: isRenderGroup, GPU-level transforms, when to use, render-groups vs cacheAsTexture.
  • 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 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

© 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

SKILL.md and 7 other files (references) in .agents/skills/pixijs-scene-core-concepts of netaart/cohub.

  • SKILL.md
  • references/constructor-options.md
  • references/container-hierarchy.md
  • references/layers.md
  • references/masking.md
  • references/render-groups.md
  • references/scene-management.md
  • references/transforms.md

Open the folder on GitHubat commit 40b557f

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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Questions about Pixijs Scene Core Concepts

What does Pixijs Scene Core Concepts do?

A skill your agent uses when reasoning about the PixiJS v8 scene graph as a whole: how containers, leaves, transforms, and render order fit together. Pixijs Scene Core Concepts is an agent skill from netaart/cohub. Use this skill when reasoning about the PixiJS v8 scene graph as a whole: how containers, leaves, transforms, and render order fit together.

When should I use Pixijs Scene Core Concepts?

Pixijs Scene Core Concepts fits situations like: reasoning about the PixiJS v8 scene graph as a whole: how containers; render order fit together; particleContainer; world transform.

How do I install Pixijs Scene Core Concepts in Claude Code?

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

How do I install Pixijs Scene Core Concepts in Codex?

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

Can I use Pixijs Scene Core Concepts 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-core-concepts -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-core-concepts, .gemini/skills/pixijs-scene-core-concepts, .github/skills/pixijs-scene-core-concepts and .opencode/skills/pixijs-scene-core-concepts in your project.

What does Pixijs Scene Core Concepts need to run?

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

Does Pixijs Scene Core Concepts access the network?

SKILL.md names 2 domains. As links in the text: pixijs.download and chromewebstore.google.com. This is read from the text; nothing was executed.

Is Pixijs Scene Core Concepts 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 Core Concepts use?

Pixijs Scene Core Concepts 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 Core Concepts use?

About 3.9k 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. Its references folder adds about 11k tokens, read only when the agent opens those files.

What are the alternatives to Pixijs Scene Core Concepts?

Skills that share tags, products or a category with Pixijs Scene Core Concepts: Graph (agenticnotetaking/arscontexta, 3.5k stars), Bigquery Graph (google/adk-python, 22k stars), Deepseek Reason (ruvnet/ruflo, 74k stars) and Code Review Graph Builder (tirth8205/code-review-graph, 32k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Pixijs Scene Core Concepts?

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 11, 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.