MCPInstall

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.

Installs
5.8K
Last 24h
+32
Trending rank
#4275
Security
Pass

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-text
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads pixijs-scene-text automatically when relevant.

  3. 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.

Gen Agent Trust Hub PassSAFE ·This skill provides comprehensive technical documentation and code examples for text rendering in PixiJS v8. It contains no malicious code, unauthorized network operations, or security vulnerabilities.
Socket PassNo alerts
Snyk PassLOW ·Risk: LOW · No issues
ZeroLeaks PassNONE ·Score: 93/100 · 2 sections analyzed

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

VariantUse whenTrade-offsReference
TextHigh-quality static or infrequent-update labelsExpensive to update (canvas re-draw + GPU upload)references/text.md
BitmapTextScores, timers, gameplay labels, anything that changes every frameLimited styling; fixed glyph atlas; requires MSDF for crisp scalingreferences/bitmap-text.md
HTMLTextRich formatted text, mixed styles, real HTML tagsAsync rendering (one frame delay); similar update cost to Textreferences/html-text.md
SplitTextPer-character animation with rich stylingEach char is a full Text; expensive for long stringsreferences/split-text.md
SplitBitmapTextPer-character animation on long strings or dynamic contentInherits 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. See references/text.md.
  • "I need a score or timer that updates every frame" → BitmapText. Updates only reposition quads; no canvas re-draw. See references/bitmap-text.md.
  • "I need mixed formatting with <b>, <i>, <br>" → HTMLText. Real HTML/CSS rendering via SVG. See references/html-text.md.
  • "I need inline colored tags like <red>Warning:</red>" → Text or HTMLText with tagStyles. Both support it.
  • "I need to animate each character individually" → SplitText for short strings, SplitBitmapText for long strings or many instances. See references/split-text.md / references/split-bitmap-text.md.
  • "I need CJK / Arabic / emoji-heavy text" → Text or HTMLText. BitmapText fails 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 set style.fontFamily: 'MyFont'. Works for Text and HTMLText.

Update cost comparison

Update triggerTextBitmapTextHTMLTextSplitTextSplitBitmapText
Changing .textHighVery lowHighVery high (N text re-renders)Low (N quad repositions)
Changing .styleHighMediumHighVery highMedium
Moving (.x, .y)FreeFreeFreeFreeFree
Rotating / scalingFreeFreeFreeFreeFree

"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. Text and HTMLText support per-tag styling via style.tagStyles. Tags are only parsed when tagStyles has entries; otherwise < is treated literally.
  • BitmapFont.install. Pre-generates an atlas before you create any BitmapText. Without install, the first BitmapText with a new fontFamily generates 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'). Requires import '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.

More from pixijs/pixijs-skills

View all →

pixijs

pixijs/pixijs-skills

Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. Covers the full PixiJS surface: Application setup, the scene graph (Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite), rendering (WebGL/WebGPU/Canvas, render loop, custom shaders, filters, blend modes), assets, events, color, math, ticker, accessibility, performance, environments, migration from v7, and project scaffolding. Triggers on: pixi, pixi.js, pixijs, PixiJS, v8, Application, app.init, Sprite, Container, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite, Assets, Ticker, renderer, WebGL, WebGPU, scene graph, filter, shader, blend mode, texture, 3D texture, depth slice, layer, storage texture, BitmapText, create-pixi, how do I draw, how do I render, how do I animate in pixi.

pixijs-application

pixijs/pixijs-skills

Use this skill when creating and configuring a PixiJS v8 Application. Covers new Application() + async app.init() options (width, height, background, antialias, resolution, autoDensity, preference, resizeTo, autoStart, sharedTicker, canvas, useBackBuffer, powerPreference, eventFeatures, accessibilityOptions, gcActive, bezierSmoothness, webgl/webgpu/canvasOptions per-renderer overrides), app.stage/renderer/canvas/screen/domContainerRoot access, ResizePlugin, TickerPlugin, CullerPlugin (cullable, cullArea), custom ApplicationPlugin via ExtensionType.Application, start/stop lifecycle, and app.destroy() with releaseGlobalResources. Triggers on: Application, app.init, app.stage, app.renderer, app.canvas, app.screen, app.domContainerRoot, ApplicationOptions, ApplicationPlugin, ExtensionType.Application, resizeTo, sharedTicker, skipExtensionImports, preferWebGLVersion, preserveDrawingBuffer, cullable, CullerPlugin, app.start, app.stop, app.destroy, releaseGlobalResources.

6.1K installs

pixijs-performance

pixijs/pixijs-skills

Use this skill when profiling or optimizing a PixiJS v8 app for FPS, draw calls, or GPU memory. Covers destroy patterns (cacheAsTexture(false), releaseGlobalResources), GCSystem and TextureGCSystem, PrepareSystem, object pooling, batching rules, BitmapText for dynamic text, culling (Culler, CullerPlugin, cullable, cullArea), resolution/antialias tradeoffs, low-level wins (transient MSAA render textures, render bundles, partial buffer updates). Triggers on: FPS, jank, draw calls, batching, object pool, GCSystem, PrepareSystem, Culler, cacheAsTexture, memory leak, destroy patterns, render bundle, transient, MSAA, Buffer.update, WebGPU performance, TexturePool, repeatEdgePixels, bind group.

pixijs-scene-graphics

pixijs/pixijs-skills

Use this skill when drawing vector shapes and paths in PixiJS v8. Covers the Graphics API: shape-then-fill methods (rect/circle/ellipse/poly/roundRect/star/regularPoly/roundPoly/roundShape/filletRect/chamferRect), path methods (moveTo/lineTo/bezierCurveTo/quadraticCurveTo/arc/arcTo/arcToSvg/closePath), fill/stroke/cut, holes, FillGradient (linear/radial), FillPattern, GraphicsContext sharing, svg import/export, containsPoint hit testing, cloning, clearing, bounds, fillStyle/strokeStyle, draw-time transforms (rotateTransform/scaleTransform/translateTransform/setTransform/save/restore), default styles, GraphicsPath reuse. Triggers on: Graphics, GraphicsContext, rect, circle, poly, roundRect, fill, stroke, cut, hole, beginHole, FillGradient, FillPattern, moveTo, bezierCurveTo, svg, graphicsContextToSvg, svg export, GraphicsOptions, containsPoint, clone, clear, bounds, rotateTransform, translateTransform, setFillStyle, setStrokeStyle, GraphicsPath.

Backend & APIs6K installs

pixijs-core-concepts

pixijs/pixijs-skills

Use this skill when understanding how PixiJS v8 renders frames: the systems-and-pipes renderer, the render loop, and how the library adapts to different environments. Covers WebGLRenderer/WebGPURenderer/CanvasRenderer selection, renderer.render() pipeline, environment detection, rendering into RenderTextures and RenderTargets (flipY, mipLevel, layer, bind/push/pop, copyDepthTexture), WebGL context loss and WebGPU device loss recovery, and pointers to per-topic deep dives. Triggers on: renderer, WebGL, WebGPU, Canvas, render loop, render pipeline, systems, environments, autoDetectRenderer, RenderTexture, RenderTarget, render to texture, flipY, mipLevel, layer, 3D texture, depth slice, renderTarget.bind, copyToTexture, copyDepthTexture, depth-only, WebGLLoader, WebGPULoader, CanvasLoader, RendererLoader, lazy-load renderer systems, code splitting, context lost, webglcontextlost, device lost, GPUDevice.lost.

Media & Creative6K installs

pixijs-assets

pixijs/pixijs-skills

Use this skill when loading and managing resources in PixiJS v8. Covers Assets.init, Assets.load/add/unload, bundles, manifests, background loading, onProgress, caching, spritesheets, video textures, web fonts, bitmap fonts, animated GIFs, compressed textures, SVG as texture or Graphics, resolution detection, per-asset data options, and forcing a specific loader with the parser field (for extension-less URLs). Triggers on: Assets, Assets.load, Assets.init, loadBundle, manifest, backgroundLoad, Spritesheet, Cache, LoadOptions, unload, parser, loadParser, loadWebFont, loadBitmapFont, loadVideoTextures, GifSource, VideoSourceOptions.

Media & Creative6K installs

Popular frontend & design skills

View category →

setup-matt-pocock-skills

mattpocock/skills

Configure this repo for the engineering skills: set up its issue tracker, triage label vocabulary, and domain doc layout. Run once before first use of the other engineering skills.

Frontend & Design1.1M installs

frontend-design

anthropics/skills

Guidance for distinctive, intentional visual design when building new UI or reshaping an existing one. Helps with aesthetic direction, typography, and making choices that don't read as templated defaults.

OfficialFrontend & Design1M installs

hyperframes-animation

heygen-com/hyperframes

All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.

prototype

mattpocock/skills

Build a throwaway prototype to answer a design question. Use when the user wants to sanity-check whether a state model or logic feels right, or explore what a UI should look like.

Frontend & Design999.2K installs

hyperframes-core

heygen-com/hyperframes

The HyperFrames composition contract — build one renderable project. Use for composition structure, the data- timing attributes, class="clip", tracks, sub-compositions, variables, framework-owned media playback, deterministic-render rules, and validation. Read before writing composition HTML.

Frontend & Design930.5K installs

vercel-react-best-practices

vercel-labs/agent-skills

React and Next.js performance optimization guidelines from Vercel Engineering. This skill should be used when writing, reviewing, or refactoring React/Next.js code to ensure optimal performance patterns. Triggers on tasks involving React components, Next.js pages, data fetching, bundle optimization, or performance improvements.

OfficialFrontend & Design843.1K installs