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Pixijs Assets

  • 3.1k installs
  • 293 repo stars
  • Updated June 4, 2026
  • pixijs/pixijs-skills

pixijs-assets is a PixiJS v8 skill for Assets loading, bundles, manifests, caching, parsers, and GPU cleanup across media types.

About

The pixijs-assets skill documents PixiJS v8's unified Assets loader, resolver, and cache for textures, video, spritesheets, fonts, JSON, GIFs, and compressed GPU formats. It recommends Assets.init for basePath, texturePreference, and manifest-driven setups, then Assets.load for URLs, aliases, arrays, or UnresolvedAsset descriptors. A parser field forces loaders for extension-less CDN or API URLs, replacing deprecated loadParser. Reference files cover bundles, manifests, background loading, progress callbacks, caching, SVG modes, resolution detection, and per-asset data options distinct from LoadOptions retry strategy. Critical v8 rules forbid Texture.from for fetching, require object-form Assets.add, and call Assets.unload between levels to free GPU memory. Supported types span png, webp, avif, mp4, fnt, ktx2, basis, and gif with optional side-effect imports. Decision guidance maps single images, level bundles, loading bars, and memory budgets to the right reference workflow.

  • Assets.init, load, get, unload, and bundle patterns for PixiJS v8.
  • Parser field for extension-less URLs with full supported type table.
  • Separate LoadOptions retries versus per-asset data parser options.
  • Reference index for bundles, manifests, background load, and progress bars.
  • Critical fixes for Texture.from misuse and positional Assets.add removal.

Pixijs Assets by the numbers

  • 3,057 all-time installs (skills.sh)
  • +221 installs in the week ending Jul 28, 2026 (Skillselion tracking)
  • Ranked #160 of 2,277 Frontend Development skills by installs in the Skillselion catalog
  • Security screen: MEDIUM risk (skills.sh audit)
  • Data as of Jul 28, 2026 (Skillselion catalog sync)
At a glance

pixijs-assets capabilities & compatibility

Capabilities
assets.init configuration for basepath and manif · multi format loading with parser override suppor · bundle and backgroundload level transition patte · loadoptions retry, skip, and onprogress callback · cache lookup via assets.get and unload cleanup · reference routing for video, fonts, svg, and ktx
Use cases
frontend · ui design
Platforms
macOS · Windows · Linux
IDEs
vscode · cursor ide · webstorm
Pricing
Free
From the docs

What pixijs-assets says it does

In v8, `Texture.from()` only reads the cache. It does not fetch from a URL.
SKILL.md
The positional `Assets.add(key, url)` form was removed in v8.
SKILL.md
For level-based games or screens with distinct asset sets, call `Assets.unloadBundle()` when transitioning
SKILL.md
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-assets

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Listed on Skillselion
Installs3.1k
repo stars293
Security audit2 / 3 scanners passed
Last updatedJune 4, 2026
Repositorypixijs/pixijs-skills

How do I load and manage PixiJS v8 textures, fonts, video, and spritesheets with bundles, progress, and proper cache cleanup?

Load, bundle, cache, and unload PixiJS v8 textures, fonts, video, spritesheets, and compressed assets with Assets API.

Who is it for?

PixiJS v8 game or web canvas projects needing authoritative asset loader guidance and reference routing.

Skip if: Skip for PixiJS v7 legacy loadParser-only codebases or pure scene graph work without asset loading.

When should I use this skill?

User mentions Assets.load, bundles, manifests, spritesheets, video textures, parser, or PixiJS v8 resource loading.

What you get

Correct Assets.load usage, bundle or manifest setup, progress handling, and unload patterns that avoid v8 cache and GPU leaks.

  • Background loading implementation
  • Staged bundle preload flow
  • Non-blocking screen transition pattern

Files

SKILL.mdMarkdownGitHub ↗

The Assets API is PixiJS's asset loader, resolver, and cache in one singleton. Use it to load textures, video, spritesheets, fonts, JSON, and other resources with format detection, resolution switching, bundle grouping, progress tracking, and GPU cleanup.

Quick Start

await Assets.init({ basePath: "/static/" });

const texture = await Assets.load("bunny.png");
const sprite = new Sprite(texture);
app.stage.addChild(sprite);

const [hero, enemy] = await Assets.load(["hero.png", "enemy.png"]);

await Assets.load({
  alias: "logo",
  src: "logo.webp",
});

const logo = new Sprite(Assets.get("logo"));

Assets.init() is optional but recommended for setting basePath, texturePreference, or a manifest. After init, call Assets.load() with a URL, alias, array, or UnresolvedAsset; resolved assets are cached and re-resolved by Assets.get().

Supported file types

TypeExtensionsParser IDLoader
Textures.png, .jpg, .jpeg, .webp, .aviftextureloadTextures
SVG.svgsvgloadSvg (see references/svg.md)
Video textures.mp4, .m4v, .webm, .ogg, .ogv, .h264, .avi, .movvideoloadVideoTextures (see references/video.md)
Sprite sheets.json (Spritesheet format)spritesheetspritesheetAsset (see references/spritesheet.md)
Bitmap fonts.fnt, .xmlbitmap-fontloadBitmapFont (loading works by default; rendering BitmapText requires 'pixi.js/text-bitmap'; see references/fonts.md)
Web fonts.ttf, .otf, .woff, .woff2web-fontloadWebFont (see references/fonts.md)
JSON.jsonjsonloadJson
Text.txttextloadTxt
Compressed textures.basis, .dds, .ktx, .ktx2basis, dds, ktx, ktx2See references/compressed-textures.md
Animated GIFs.gifgifRequires 'pixi.js/gif'; returns GifSource (see references/gif.md)

The Parser ID column is the value you pass to the top-level parser field on an asset descriptor to force a specific loader. See "Forcing a parser" below.

Forcing a parser with parser

By default, PixiJS picks a loader by matching the file extension or MIME type. When your URL lacks an extension (CDN signed URLs, blob URLs, API endpoints, content-hashed paths), the resolver can't tell the loader what to do. Set the top-level parser field on the asset descriptor to force a specific loader:

// Signed CDN URL with no extension
const texture = await Assets.load({
  src: "https://cdn.example.com/signed/abc123?token=xyz",
  parser: "texture",
});

// API endpoint that returns JSON
const data = await Assets.load({
  alias: "config",
  src: "https://api.example.com/v1/config",
  parser: "json",
});

// Extension-less font URL with explicit family
await Assets.load({
  src: "https://cdn.example.com/fonts/hero-v2",
  parser: "web-font",
  data: { family: "Hero", weights: ["400", "700"] },
});

// Video stream without a file extension
const clipTexture = await Assets.load({
  src: "https://cdn.example.com/stream/xyz",
  parser: "video",
  data: { mime: "video/mp4", muted: true, playsinline: true },
});

The parser field goes at the top level of the asset descriptor (alongside src and data), not inside data. It takes any parser ID from the "Supported file types" table above:

  • 'texture', 'svg', 'video': image, SVG, and video textures
  • 'json', 'text': JSON and plain text
  • 'web-font', 'bitmap-font': web and bitmap fonts
  • 'spritesheet': texture atlas JSON
  • 'gif': animated GIFs (requires 'pixi.js/gif')
  • 'basis', 'dds', 'ktx', 'ktx2': compressed textures (each requires its side-effect import)

When you need it

  • Signed CDN URLs: https://cdn.example.com/get?id=abc123 has no extension the loader can test against.
  • Blob or ObjectURL: URL.createObjectURL(blob) produces blob:... URLs with no extension.
  • Custom routing: /api/assets/hero-v2 where the server decides the content type.
  • Content-hashed paths without suffix: some build pipelines produce names like /static/abc123def instead of /static/abc123def.png.

If the URL _does_ have an extension, you don't need parser; let auto-detection do its job. Only set parser when detection can't work.

loadParser is deprecated

The v7 loadParser field still works but emits a deprecation warning. Use parser for new code.

// Old (deprecated)
await Assets.load({ src: "...", loadParser: "loadTextures" });

// New
await Assets.load({ src: "...", parser: "texture" });

Topics

Every asset workflow is covered in a reference file. Pick the one that matches the question:

TopicReferenceWhen
Texture atlases and animationsreferences/spritesheet.mdLoading sprite sheets with AnimatedSprite
Video texturesreferences/video.md.mp4, .webm, autoplay, looping, mobile
Web and bitmap fontsreferences/fonts.md.woff2, .fnt, font families, SDF fonts
Animated GIFsreferences/gif.md.gif, GifSprite, playback control
Grouping assets by featurereferences/bundles.mdaddBundle, loadBundle, unloadBundle
Declaring everything upfrontreferences/manifests.mdAssets.init({ manifest }) workflows
Cache lookups and cleanupreferences/caching.mdAssets.get, Assets.unload, Cache
Priming future assetsreferences/background.mdbackgroundLoad, backgroundLoadBundle
Loading screensreferences/progress.mdonProgress, LoadOptions progress
GPU-compressed formatsreferences/compressed-textures.md.ktx2, .basis, .dds, .ktx
Vector vs raster SVGreferences/svg.mdparseAsGraphicsContext, texture mode
Retina + format detectionreferences/resolution.md@{1,2}x, format preferences

Decision guide

  • Need to load a single image? Use Assets.load(url). No setup required.
  • Loading many assets grouped by level/scene? Use a bundle. See references/bundles.md.
  • Know all assets at build time? Use a manifest in Assets.init. See references/manifests.md.
  • Need a loading bar? Pass a progress callback to Assets.load. See references/progress.md.
  • Smooth transitions between levels? Background-load the next level. See references/background.md.
  • Memory budget matters? Use compressed textures and Assets.unload between screens. See references/compressed-textures.md and references/caching.md.
  • Need crisp SVG icons at any size? Load as Graphics, not texture. See references/svg.md.
  • Retina + WebP/AVIF? Configure texturePreference and use format patterns. See references/resolution.md.

Load options and error handling

There are two separate "options" concepts when loading assets:

1. `LoadOptions`: the second argument to Assets.load/loadBundle. Controls error recovery, retries, progress, and completion callbacks across a whole load. 2. `data`: a field on each asset descriptor. Forwards parser-specific options (scale mode, resolution, font family, autoplay flags, etc.) to the specific loader for that asset.

LoadOptions (per call)

await Assets.load(["hero.png", "enemy.png"], {
  onProgress: (p) => updateBar(p),
  onError: (err, url) => {
    const src = typeof url === "string" ? url : url.src;
    console.warn("failed:", src, err);
  },
  strategy: "retry",
  retryCount: 3,
  retryDelay: 250,
});
  • onProgress(progress): [0, 1] as assets in the call complete.
  • onError(error, url): url is string | ResolvedAsset. Guard before reading .src; when url is a string, .src is undefined.
  • strategy: 'throw' | 'skip' | 'retry' — default 'throw'. 'skip' resolves with any successful assets; 'retry' reattempts the failed ones.
  • retryCount — default 3, retries per asset when strategy is 'retry'.
  • retryDelay — default 250 ms between retries.

Global defaults live on Loader.defaultOptions, or pass loadOptions to Assets.init().

data options (per asset)

Each loader parser reads its own options from the data field on the asset descriptor. Use the table below to pick the right options for each asset type:

Asset typedata shapeKey optionsReference
Texture (image)TextureSourceOptionsresolution, scaleMode, alphaMode, autoGenerateMipmaps, antialias, addressModereferences/resolution.md
SVG{ parseAsGraphicsContext?, resolution? }parseAsGraphicsContext for Graphics mode; resolution for sharper rasterreferences/svg.md
VideoVideoSourceOptionsautoPlay, loop, muted, playsinline, preload, updateFPS, crossorigin, mimereferences/video.md
Web fontLoadFontDatafamily, weights, style, display, unicodeRange, featureSettingsreferences/fonts.md
Bitmap font(none; auto-configured)Distance-field detection sets scale mode and mipmapsreferences/fonts.md
Spritesheet{ texture?, imageFilename?, ignoreMultiPack?, textureOptions?, cachePrefix? }textureOptions forwards TextureSourceOptions (e.g. scaleMode) to the atlas image; texture to skip image load; imageFilename to override the referenced image; ignoreMultiPack to skip multi-pack follow-ups; cachePrefix to namespace framesreferences/spritesheet.md
GIFGifBufferOptionsfps, scaleMode, resolution, autoGenerateMipmapsreferences/gif.md
Compressed textureTextureSourceOptionsscaleMode, addressMode, autoGenerateMipmapsreferences/compressed-textures.md
JSON / Text(none)Returned as-is

Example combining LoadOptions and data:

await Assets.load(
  {
    alias: "hero",
    src: "hero.png",
    data: { scaleMode: "nearest", resolution: 2 },
  },
  { strategy: "retry", retryCount: 3 },
);

Inside a manifest or bundle, every entry can carry its own data:

await Assets.init({
  manifest: {
    bundles: [
      {
        name: "level1",
        assets: [
          { alias: "tiles", src: "tiles.png", data: { scaleMode: "nearest" } },
          { alias: "font", src: "hero.woff2", data: { family: "Hero" } },
          {
            alias: "clip",
            src: "intro.mp4",
            data: { autoPlay: false, muted: true },
          },
        ],
      },
    ],
  },
});

Runtime configuration

Assets.init(options) accepts, alongside basePath and manifest:

  • defaultSearchParams — string or Record<string, any> appended to every resolved URL. Useful for cache busting.
  • skipDetections: boolean — bypass browser format detection for faster init. Requires explicit texturePreference.format.
  • bundleIdentifier: BundleIdentifierOptions — customize how bundle keys resolve so the same alias can live in multiple bundles.
  • loadOptions: Partial<LoadOptions> — set the default strategy, retryCount, retryDelay, and callbacks for every subsequent Assets.load call.
  • preferences: Partial<AssetsPreferences>crossOrigin, preferWorkers, preferCreateImageBitmap, parseAsGraphicsContext.

After init, preferences can still be tuned:

Assets.setPreferences({
  crossOrigin: "anonymous",
  preferCreateImageBitmap: false,
});

for (const detection of Assets.detections) {
  console.log(detection.extension);
}

Assets.reset();
  • Assets.setPreferences(preferences) — push new preferences to every parser that supports them.
  • Assets.detections — getter exposing the registered FormatDetectionParser list; use when inspecting what formats the current environment advertises.
  • Assets.reset() — internal full reset (resolver + loader + cache). Intended for tests so a fresh Assets.init can run.

Common Mistakes

[CRITICAL] Using Texture.from(url) to load

Wrong:

const texture = Texture.from("https://example.com/image.png");

Correct:

const texture = await Assets.load("https://example.com/image.png");

In v8, Texture.from() only reads the cache. It does not fetch from a URL. Use Assets.load() first; the return value is the texture itself.

[HIGH] Using positional Assets.add signature

Wrong:

Assets.add("bunny", "bunny.png");

Correct:

Assets.add({ alias: "bunny", src: "bunny.png" });

The positional Assets.add(key, url) form was removed in v8. Use the options object with alias and src properties.

[HIGH] Not unloading textures between levels

Assets.load() caches textures indefinitely. For level-based games or screens with distinct asset sets, call Assets.unloadBundle() when transitioning to release GPU memory.

API Reference

Related skills

How it compares

Use pixijs-assets for staged bundle preloading; switch to pixijs-performance when loaded assets still cause FPS or memory issues at runtime.

FAQ

Can Texture.from load a remote URL in v8?

No. Texture.from only reads the cache; use await Assets.load(url) first and use the returned texture.

When is the parser field needed?

For extension-less signed CDN, blob, or API URLs where auto-detection cannot pick the loader.

How should level transitions free memory?

Call Assets.unload or unloadBundle when leaving a screen so cached textures do not accumulate on the GPU.

Is Pixijs Assets safe to install?

skills.sh reports 2 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.

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