Skip to content
Marketplace

pixijs-create

by pixijs

Use this skill when scaffolding a new PixiJS v8 project with the create-pixi CLI or adding PixiJS to an existing project. Covers npm/yarn/pnpm/bun create commands, interactive vs non-interactive flows, bundler vs creation template categories, available template presets (bundler-vite, bundler-webpack, bundler-esbuild, bundler-import-map, creation-web, framework-react, extension-default), Node version requirements, `npm install pixi.js` for existing projects, TypeScript 5/6/7 tsconfig setup (moduleResolution, @webgpu/types, @types/web), post-scaffold dev flow, and the Vite top-level-await production-build gotcha. Triggers on: create pixi.js, npm create, npm install pixi.js, scaffold, template, bundler-vite, bundler-webpack, creation-web, framework-react, new project, existing project, getting started, quick start, TypeScript, tsconfig, moduleResolution, @webgpu/types, @types/web, Cannot find name GPUTextureUsage.

Overview

SKILL.mdRead at 83760c6

create pixi.js is the official CLI for scaffolding a new PixiJS v8 project. Run it with any package manager (npm, yarn, pnpm, bun) and pick a template from the interactive menu, or pass --template to skip prompts. It writes a self-contained project folder; you then cd in, install dependencies, and run the dev script.

Quick Start

Scaffold a new project with interactive prompts:

npm create pixi.js@latest

Or skip prompts by passing a project name and template:

npm create pixi.js@latest my-game -- --template bundler-vite

Then:

cd my-game
npm install
npm run dev

Requires Node.js 18+ or 20+. Some templates (notably creation-web and framework-react) may require a newer Node version; the package manager will warn if so.

Adding PixiJS to an existing project

If you already have a bundler, framework, or project set up, skip the CLI and install the package directly:

npm install pixi.js

Then import from pixi.js and construct an Application as shown in pixijs-application. The CLI templates are a convenience for new projects; they don't add anything to the library that npm install pixi.js can't give you.

Related skills: pixijs-application (how the scaffolded new Application() + app.init() entry point works), pixijs-core-concepts (renderers and the render loop), pixijs-scene-core-concepts (scene graph fundamentals for the first things you'll add to the stage), pixijs-assets (loading textures, fonts, and bundles the template expects you to drop into public/ or src/assets/).

Core Patterns

Choose a package manager

The command is the same shape for every package manager:

npm create pixi.js@latest
yarn create pixi.js
pnpm create pixi.js
bun create pixi.js

Under npm 7+ you must pass a -- before CLI flags so npm doesn't consume them:

npm create pixi.js@latest my-game -- --template bundler-vite

Yarn, pnpm, and bun don't need the extra separator:

yarn create pixi.js my-game --template bundler-vite
pnpm create pixi.js my-game --template bundler-vite
bun create pixi.js my-game --template bundler-vite

Use . as the project name to scaffold into the current directory.

Interactive flow

Running with no arguments walks through prompts:

  1. Project name (defaults to pixi-project).
  2. Framework / template category.
  3. Variant (TypeScript vs JavaScript where applicable).
  4. Whether to install dependencies immediately (some runners).

At the end, the CLI prints the cd + install + dev commands for the manager you invoked it with.

Non-interactive flow

Pass a project name and --template to skip all prompts. This is the form you want for scripts, CI, and quickstart docs:

npm create pixi.js@latest my-game -- --template bundler-vite
Available template presets

Templates fall into two categories:

  • Bundler templates (bundler-*): generic PixiJS setup wired up with your bundler of choice. Use one of these when you want to pick your own structure.
  • Creation templates (creation-*): platform-tailored starters with extras already wired in (AssetPack, sound, UI, scene routing). Use one of these when you want batteries included.
  • Framework templates (framework-*): PixiJS embedded inside a host framework like React.
  • Extension templates (extension-*): scaffolding for building a reusable PixiJS package.

For most new projects, bundler-vite is the recommended starting point.

TemplateWhat you get
bundler-viteVite + TypeScript PixiJS project. The default first-stop template.
bundler-vite-jsVite + plain JavaScript.
bundler-webpackWebpack + TypeScript.
bundler-webpack-jsWebpack + plain JavaScript.
bundler-esbuildesbuild + TypeScript.
bundler-esbuild-jsesbuild + plain JavaScript.
bundler-import-mapNo-bundler setup using a browser import map (good for learning / demos).
creation-webPixiJS Creation Engine web template with scene-based game scaffolding, AssetPack, sound, and UI integration.
framework-reactReact + TypeScript + PixiJS via the @pixi/react package.
framework-react-jsReact + plain JavaScript + PixiJS.
extension-defaultStarter for building a reusable PixiJS extension/package.

The live list is maintained in the create-pixi repo; run npm create pixi.js@latest without arguments to see the current menu if you need to confirm.

Post-scaffold flow

Every template ships with the same three-step onboarding:

cd my-game
npm install
npm run dev

npm run dev starts the local dev server on the default port (Vite 5173, webpack 8080, etc.; the template's README has the exact number). Changes to src/ hot-reload without reloading the whole page.

Other scripts every template exposes (names may vary slightly by preset):

  • npm run build: produce a production build in dist/.
  • npm run preview / npm run serve: serve the production build locally.
  • npm run lint: run the template's configured linter if it ships one.
Scaffolding into an existing directory

Use . as the project name to write into the current working directory. The CLI refuses to run if non-empty and conflicting files exist unless you confirm the prompt.

mkdir my-game
cd my-game
npm create pixi.js@latest . -- --template bundler-vite
TypeScript setup

PixiJS supports WebGPU, so its type declarations depend on the WebGPU types. Where those come from depends on your TypeScript version.

  • TypeScript 5: no WebGPU types are built in, so PixiJS adds @webgpu/types for you. No additional setup required.
  • TypeScript 6 and 7: the WebGPU types are built into the "dom" library, but some releases leave parts out, such as GPUTextureUsage. Use @types/web, which has the full set, in place of "dom". Remove @webgpu/types from types if it's there, since it conflicts with the built-in types.
npm install --save-dev @types/web
{
  "compilerOptions": {
    "lib": ["esnext"],
    "types": ["@types/web"]
  }
}

Next steps

After npm run dev starts, the template opens on a blank or bunny-sprite scene. The usual progression is:

  1. Read pixijs-application to understand how the template's entry point constructs new Application() and calls await app.init(...), how app.stage / app.renderer / app.canvas hang together, and how the ResizePlugin and TickerPlugin behave by default.
  2. Read pixijs-core-concepts for the renderer and render-loop mental model.
  3. Read pixijs-scene-core-concepts before adding your first non-trivial scene so you know the container-vs-leaf rule upfront.
  4. Drop in textures via pixijs-assets once you're ready to load real art.

Common Mistakes

[HIGH] Missing -- separator on npm 7+

Wrong:

npm create pixi.js@latest my-game --template bundler-vite

Correct:

npm create pixi.js@latest my-game -- --template bundler-vite

npm 7+ consumes flags after the package spec unless you pass -- to forward them. Without the separator, the CLI ignores --template and drops back to the interactive prompt. Yarn, pnpm, and bun don't need the separator.

[MEDIUM] Running with an old Node version

PixiJS requires Node 18+ or 20+. Some templates (framework-react, creation-web) expect a newer Node for their tooling. Upgrade Node before re-running the CLI if you see an "engines" warning from your package manager.

[MEDIUM] Top-level await app.init() broken in Vite production builds

On Vite versions <=6.0.6, top-level await works in dev but breaks in production builds, so a bundler-vite project that does this at module scope will fail after npm run build:

const app = new Application();
await app.init({ resizeTo: window }); // broken at module top level in prod

Wrap the init in an async IIFE instead:

(async () => {
  const app = new Application();
  await app.init({ resizeTo: window });
  document.body.appendChild(app.canvas);
})();

Upgrading Vite past 6.0.6 also resolves it, but the IIFE pattern is safe on every version and matches the PixiJS quick-start guide.

[HIGH] Keeping @webgpu/types in types on TypeScript 6 or 7

Wrong:

{
  "compilerOptions": {
    "types": ["@webgpu/types"]
  }
}

Correct: remove the "@webgpu/types" entry and keep any others.

TypeScript 6 and 7 declare the WebGPU types in their built-in "dom" library, so @webgpu/types declares them a second time. With skipLibCheck: false that produces dozens of conflicting-declaration errors inside lib.dom.d.ts and @webgpu/types. Keep it on TypeScript 5 only, where PixiJS loads it for you anyway.

[MEDIUM] Cannot find name 'GPUTextureUsage' on TypeScript 6 or 7

Up to TypeScript 6.0.3 and 7.0.2, the built-in "dom" library has no WebGPU flag constants (GPUBufferUsage, GPUColorWrite, GPUMapMode, GPUShaderStage, GPUTextureUsage), so raw WebGPU code that uses them fails with TS2552. Adding @webgpu/types back only compiles with skipLibCheck: true, because it conflicts with the built-in types. Install @types/web 0.0.352 or later, drop "dom" from lib, and add "@types/web" to types alongside any existing entries, as shown in TypeScript setup.

[MEDIUM] moduleResolution: "node" breaks subpath imports

Wrong:

{
  "compilerOptions": {
    "moduleResolution": "node"
  }
}

Correct:

{
  "compilerOptions": {
    "module": "esnext",
    "moduleResolution": "bundler"
  }
}

"node" (also called "node10") ignores the exports field in the PixiJS package.json, so import 'pixi.js/advanced-blend-modes' and other subpath imports don't resolve. TypeScript 6 reports TS2882 for them and deprecates the setting (TS5107); TypeScript 7 removes it (TS5108). Use "bundler" if you use a bundler, or "nodenext" otherwise.

API Reference

Files 1 file

Install it by hand

Deska runs this for you, for every agent you pick. To run it yourself in a terminal:

npx skills add pixijs/pixijs-skills --skill pixijs-create

More from pixijs

  • pixijspixijsUse 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.5,800 installs on skills.sh0
  • pixijs-applicationpixijsUse 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.5,100 installs on skills.sh0
  • pixijs-performancepixijsUse 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.5,100 installs on skills.sh0
  • pixijs-assetspixijsUse 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.5,000 installs on skills.sh0
  • pixijs-core-conceptspixijsUse 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.5,000 installs on skills.sh0
All skills by pixijs