Agent skill

Pixijs Scene Mesh

by netaart in netaart/cohub

A skill your agent uses when rendering custom geometry in PixiJS v8.

MITAuto-check passed

Install Pixijs Scene Mesh

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

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

GitHub CLI
$ gh skill install netaart/cohub pixijs-scene-mesh --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-mesh .claude/skills/pixijs-scene-mesh && 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-mesh
GitHub stars
572
Used in
1 other repo
Token cost
~1.8k tokens
SKILL.md length
578 words
Files
6 (incl. references)
Skills in repo
30
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when rendering custom geometry in PixiJS v8.

  • Rendering custom geometry in PixiJS v8
  • SKILL.md covers Quick Start, Variants, When to use what and Quick concepts, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • PerspectiveMesh

What it does

Pixijs Scene Mesh is an agent skill from netaart/cohub. Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMesh for 2.5D corners. Triggers on: Mesh, MeshGeometry, MeshSimple, MeshPlane, MeshRope, PerspectiveMesh, positions, uvs, indices, topology, setCorners, constructor options, MeshOptions, MeshPlaneOptions, MeshRopeOptions, SimpleMeshOptions…

Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files, including reference files (for example `references/mesh-perspective.md`, `references/mesh-plane.md` and `references/mesh-rope.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

  • Rendering custom geometry in PixiJS v8
  • PerspectiveMesh
  • Constructor options
  • MeshPlaneOptions

Example prompts

  • “/pixijs-scene-mesh”

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 Mesh loads about 1.8k tokens when it runs, and up to ~10k if it reads all its reference files. Until then it costs about 135 tokens; SKILL.md has 578 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~135
When it runs · the whole SKILL.md, loaded when a task matches
~1.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~10k

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). 578 words, ~1,772 tokens.

Download SKILL.mdSave it as .claude/skills/pixijs-scene-mesh/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
pixijs-scene-mesh
description
Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMesh for 2.5D corners. Triggers on: Mesh, MeshGeometry, MeshSimple, MeshPlane, MeshRope, PerspectiveMesh, positions, uvs, indices, topology, setCorners, constructor options, MeshOptions, MeshPlaneOptions, MeshRopeOptions, SimpleMeshOptions, PerspectivePlaneOptions.
license
MIT
disable-model-invocation
true

Meshes render arbitrary 2D (or perspective-projected) geometry with a texture or custom shader. PixiJS ships the base Mesh class plus four specialized subclasses for common shapes: MeshSimple, MeshPlane, MeshRope, and PerspectiveMesh. Pick the subclass that matches your shape; drop to the base Mesh when you need full vertex-level control or a custom shader.

Assumes familiarity with pixijs-scene-core-concepts. Meshes are leaf nodes; they cannot have children. Wrap multiple meshes in a Container to group them.

Quick Start

ts
const texture = await Assets.load("pattern.png");

const geometry = new MeshGeometry({
  positions: new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]),
  uvs: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]),
  indices: new Uint32Array([0, 1, 2, 0, 2, 3]),
  topology: "triangle-list",
});

const mesh = new Mesh({
  geometry,
  texture,
  roundPixels: false,
});
app.stage.addChild(mesh);

Every Mesh subclass takes a single options object. The base Mesh requires a geometry; subclasses (MeshSimple, MeshPlane, MeshRope, PerspectiveMesh) build the geometry internally and require a texture instead. See each variant's reference for the full field list.

Variants

VariantUse whenTrade-offsReference
MeshFull control, custom geometry, custom shadersYou build the MeshGeometry yourselfreferences/mesh.md
MeshSimpleQuick textured shapes with per-frame vertex animationThin wrapper; auto-updates the vertex bufferreferences/mesh-simple.md
MeshPlaneSubdivided textured rectangle for distortion effectsFixed topology; verticesX/verticesY control densityreferences/mesh-plane.md
MeshRopeTexture following a polyline pathBent at each point; needs many points for smooth curvesreferences/mesh-rope.md
PerspectiveMesh2D plane with perspective cornersNot true 3D; UV-level perspective correction onlyreferences/mesh-perspective.md

When to use what

  • "I need a textured quad" → Sprite (see pixijs-scene-sprite), not a mesh. Meshes are for cases Sprite can't express.
  • "I need to deform a textured rectangle" → MeshPlane. Set verticesX/verticesY for the desired smoothness.
  • "I need a rope or trail that follows points" → MeshRope. Control thickness with width; use textureScale: 0 to stretch or > 0 to repeat.
  • "I need a tilted 2D card or floor" → PerspectiveMesh. Pass four corner positions; not real 3D but good enough for 2.5D effects.
  • "I need per-frame animated vertices with a simple shape" → MeshSimple. It handles the buffer-update dance for you.
  • "I need a custom shader or unusual geometry" → Base Mesh with a hand-built MeshGeometry. See pixijs-custom-rendering for shader authoring.
  • "I need true 3D rendering" → Use a dedicated 3D library. PerspectiveMesh simulates perspective at the UV level but has no depth buffer.

Quick concepts

MeshGeometry owns the vertex data

MeshGeometry holds the positions, uvs, indices, and topology. You can share one geometry across multiple Mesh instances; positions are reference-counted.

Show full SKILL.md (221 more words)Show less
Batching

A mesh batches (combines with other draw calls) only if it uses MeshGeometry, has no custom shader, no depth or culling state, and the 'auto' rule (batchMode = 'auto' and ≤100 vertices). Custom shaders always render independently.

Topology is on the geometry, not the mesh

new MeshGeometry({ topology: 'triangle-strip' }); topology is a geometry property. The default is 'triangle-list'; set it explicitly if your data is organized differently.

Extra knobs
  • new MeshGeometry({ shrinkBuffersToFit: true }) — trims GPU buffer storage to the actual vertex count on creation. Use it when feeding large, one-shot geometries.
  • Mesh.containsPoint(point) — topology-aware hit test that walks the triangles. Works with any MeshGeometry, including custom layouts.
  • new Mesh({ geometry, state }) — pass a State object to control blend, depth, and culling. Batching is disabled automatically if depth or culling flags are set. Defaults to State.for2d() when omitted.

Common Mistakes

[HIGH] Using old SimpleMesh / SimplePlane / SimpleRope names

Wrong:

ts
import { SimpleRope } from "pixi.js";
const rope = new SimpleRope(texture, points);

Correct:

ts
import { MeshRope } from "pixi.js";
const rope = new MeshRope({ texture, points });

Renamed in v8: SimpleMesh → MeshSimple, SimplePlane → MeshPlane, SimpleRope → MeshRope. All switched to options-object constructors.

[HIGH] Positional constructor args for MeshGeometry

Wrong:

ts
const geom = new MeshGeometry(vertices, uvs, indices);

Correct:

ts
const geom = new MeshGeometry({
  positions: vertices,
  uvs,
  indices,
  topology: "triangle-list",
});

v8 uses an options object. Note the property is positions, not vertices; the vertices name is only used by MeshSimple.

[MEDIUM] Adding children to a mesh

Wrong:

ts
mesh.addChild(otherMesh);

Correct:

ts
const group = new Container();
group.addChild(mesh, otherMesh);

Mesh sets allowChildren = false. Adding children logs a deprecation warning. Group meshes inside a plain Container.

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 5 other files (references) in .agents/skills/pixijs-scene-mesh of netaart/cohub.

  • SKILL.md
  • references/mesh-perspective.md
  • references/mesh-plane.md
  • references/mesh-rope.md
  • references/mesh-simple.md
  • references/mesh.md

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

Pixijs Scene Mesh next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Pixijs Scene Mesh compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Pixijs Scene Mesh this skillnetaart/cohub5721 repos~1.8kAutomated safety check: PassMIT
Pixijs Renderinggamedev-skills/awesome-gamedev-agent-skills1.4k—~2.3kAutomated safety check: PassApache-2.0
Render Blockingthedaviddias/Front-End-Checklist74k—~430Automated safety check: PassMIT
RenderLeoYeAI/openclaw-master-skills2.2k—~4.8kAutomated safety check: PassMIT
Agent Mesh Coordinatorruvnet/ruflo74k2 repos~3.2kAutomated safety check: PassMIT
Markdown Renderingsickn33/agentic-awesome-skills47k1 repos~751Automated safety check: PassMIT

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Questions about Pixijs Scene Mesh

What does Pixijs Scene Mesh do?

A skill your agent uses when rendering custom geometry in PixiJS v8. Pixijs Scene Mesh is an agent skill from netaart/cohub. Use this skill when rendering custom geometry in PixiJS v8.

When should I use Pixijs Scene Mesh?

Pixijs Scene Mesh fits situations like: rendering custom geometry in PixiJS v8; perspectiveMesh; constructor options; meshPlaneOptions.

How do I install Pixijs Scene Mesh in Claude Code?

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

How do I install Pixijs Scene Mesh in Codex?

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

Can I use Pixijs Scene Mesh 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-mesh -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-mesh, .gemini/skills/pixijs-scene-mesh, .github/skills/pixijs-scene-mesh and .opencode/skills/pixijs-scene-mesh in your project.

What does Pixijs Scene Mesh need to run?

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

Does Pixijs Scene Mesh 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 Mesh 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 Mesh use?

Pixijs Scene Mesh 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 Mesh use?

About 1.8k tokens (SKILL.md is roughly 7.1k 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 8.4k tokens, read only when the agent opens those files.

What are the alternatives to Pixijs Scene Mesh?

Skills that share tags, products or a category with Pixijs Scene Mesh: Pixijs Rendering (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars), Render Blocking (thedaviddias/Front-End-Checklist, 74k stars), Render (LeoYeAI/openclaw-master-skills, 2.2k stars) and Agent Mesh Coordinator (ruvnet/ruflo, 74k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Pixijs Scene Mesh?

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.