
pixijs-scene-text
Use this skill when rendering text in PixiJS v8. Covers Text for canvas-quality styled labels, BitmapText for cheap per-frame updates via glyph atlas, HTMLText for HTML/CSS markup via SVG, SplitText and SplitBitmapText for per-character animation, TextStyle, tagStyles, constructor options, TextOptions, HTMLTextOptions, BitmapText, SplitTextOptions, SplitBitmapTextOptions. Triggers on: Text, BitmapText, HTMLText, SplitText, SplitBitmapText, TextStyle, HTMLTextStyle, BitmapFont.install, tagStyles, fontFamily, wordWrap.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-text- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads pixijs-scene-text automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
PixiJS has five text-rendering classes that cover different trade-offs between styling, performance, and animation. Text renders to a canvas for full CSS-style fidelity. BitmapText reads from a pre-generated atlas for cheap updates. HTMLText renders an HTML fragment via SVG <foreignObject> for rich markup. SplitText and SplitBitmapText wrap the first two classes and expose per-character, per-word, and per-line containers for animation.
Assumes familiarity with pixijs-scene-core-concepts. All text classes are leaf nodes; they cannot have children. Wrap multiple text instances in a Container to group them.
Quick Start
const text = new Text({
text: "Hello PixiJS",
style: {
fontFamily: "Arial",
fontSize: 36,
fill: 0xffffff,
stroke: { color: 0x4a1850, width: 5 },
dropShadow: { color: 0x000000, blur: 4, distance: 6 },
},
});
text.anchor.set(0.5);
text.x = app.screen.width / 2;
text.y = 40;
app.stage.addChild(text);
All text classes use options-object constructors; positional (string, style) from v7 is not supported.
Related skills: pixijs-scene-core-concepts (leaves, transforms), pixijs-assets (font loading), pixijs-performance (BitmapText tradeoffs), pixijs-color (FillInput for fill/stroke), pixijs-scene-graphics (gradients and patterns reused via FillInput).
Variants
| Variant | Use when | Trade-offs | Reference |
|---|---|---|---|
Text | High-quality static or infrequent-update labels | Expensive to update (canvas re-draw + GPU upload) | references/text.md |
BitmapText | Scores, timers, gameplay labels, anything that changes every frame | Limited styling; fixed glyph atlas; requires MSDF for crisp scaling | references/bitmap-text.md |
HTMLText | Rich formatted text, mixed styles, real HTML tags | Async rendering (one frame delay); similar update cost to Text | references/html-text.md |
SplitText | Per-character animation with rich styling | Each char is a full Text; expensive for long strings | references/split-text.md |
SplitBitmapText | Per-character animation on long strings or dynamic content | Inherits BitmapText limitations (glyph atlas, no MSDF-free crispness) | references/split-bitmap-text.md |
When to use what
- "I need a styled static label" →
Text. Use for titles, menus, dialog, error messages. Seereferences/text.md. - "I need a score or timer that updates every frame" →
BitmapText. Updates only reposition quads; no canvas re-draw. Seereferences/bitmap-text.md. - "I need mixed formatting with
<b>,<i>,<br>" →HTMLText. Real HTML/CSS rendering via SVG. Seereferences/html-text.md. - "I need inline colored tags like
<red>Warning:</red>" →TextorHTMLTextwithtagStyles. Both support it. - "I need to animate each character individually" →
SplitTextfor short strings,SplitBitmapTextfor long strings or many instances. Seereferences/split-text.md/references/split-bitmap-text.md. - "I need CJK / Arabic / emoji-heavy text" →
TextorHTMLText.BitmapTextfails because the glyph set is too large for a single atlas. - "I need a custom font" → Load via
Assets.load({ src: 'font.woff2', data: { family: 'MyFont' } })first, then setstyle.fontFamily: 'MyFont'. Works forTextandHTMLText.
Update cost comparison
| Update trigger | Text | BitmapText | HTMLText | SplitText | SplitBitmapText |
|---|---|---|---|---|---|
Changing .text | High | Very low | High | Very high (N text re-renders) | Low (N quad repositions) |
Changing .style | High | Medium | High | Very high | Medium |
Moving (.x, .y) | Free | Free | Free | Free | Free |
| Rotating / scaling | Free | Free | Free | Free | Free |
"Free" = normal Container transform cost. "High" = new canvas draw + GPU upload. "Very low" = quad reposition only. Update strings that change per-frame only on BitmapText or SplitBitmapText.
Quick concepts
- Options-object constructors. Every v8 text class uses
new Text({ text, style, ... }). The v7(string, style)form is removed. tagStyles.TextandHTMLTextsupport per-tag styling viastyle.tagStyles. Tags are only parsed whentagStyleshas entries; otherwise<is treated literally.BitmapFont.install. Pre-generates an atlas before you create anyBitmapText. Without install, the firstBitmapTextwith a newfontFamilygenerates the atlas lazily.- MSDF fonts. Multi-channel Signed Distance Field fonts stay sharp at any size. Generate with external tools (e.g., msdf-bmfont), load via
Assets.load('font.fnt'). Requiresimport 'pixi.js/text-bitmap'in custom builds.
Common Mistakes
[HIGH] Updating Text.text every frame
Wrong:
app.ticker.add(() => {
scoreText.text = `Score: ${score}`;
});
Correct:
const scoreText = new BitmapText({ text: "Score: 0", style });
app.ticker.add(() => {
scoreText.text = `Score: ${score}`;
});
Every Text update re-rasterizes the whole string. Use BitmapText for any value that changes per-frame.
[HIGH] Positional constructor args
Wrong:
const text = new Text("Hello", { fontSize: 24 });
Correct:
const text = new Text({ text: "Hello", style: { fontSize: 24 } });
v8 removed the (string, style) form. All text classes use options objects.
[HIGH] Not importing pixi.js/text-bitmap in custom builds
Under skipExtensionImports: true or aggressive tree-shaking, Assets.load('font.fnt') silently returns raw data unless you add import 'pixi.js/text-bitmap'. The standard import { ... } from 'pixi.js' bundle includes the extension.
[MEDIUM] Adding children to a text instance
Every text class sets allowChildren = false. Wrap in a Container to group text with other content.
API Reference
FAQ
What does the pixijs-scene-text skill do?
Use this skill when rendering text in PixiJS v8. Covers Text for canvas-quality styled labels, BitmapText for cheap per-frame updates via glyph atlas, HTMLText for HTML/CSS markup via SVG, SplitText and SplitBitmapText for per-character animation, TextStyle, tagStyles, constructor options, TextOptions, HTMLTextOptions, BitmapText, SplitTextOptions, SplitBitmapTextOptions. Triggers on: Text, BitmapText, HTMLText, SplitText, SplitBitmapText, TextStyle, HTMLTextStyle, BitmapFont.install, tagStyles, fontFamily, wordWrap.
How do I install pixijs-scene-text?
Run npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-text in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/pixijs-scene-text/ (personal) or .claude/skills/pixijs-scene-text/ (project).
Which AI agents can use pixijs-scene-text?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is pixijs-scene-text safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed; ZeroLeaks passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains pixijs-scene-text?
It is published by pixijs in pixijs/pixijs-skills. It has 5,847 recorded installs.
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