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From 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. Triggers on: FPS, jank, draw calls, batching, object pool, GCSystem, PrepareSystem, Culler, cacheAsTexture, memory leak, destroy patterns.
npx claudepluginhub pixijs/pixijs-skills --plugin pixijs-skillsHow this skill is triggered — by the user, by Claude, or both
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Profile before optimizing. PixiJS handles a lot of content well out of the box; browser DevTools Performance + GPU profiling should be your first move. Once you've found the bottleneck, apply the targeted pattern below (destroy, pool, batch, cache, or cull).
Renders high-performance 2D graphics, particle effects, sprite animations, and interactive canvases using PixiJS with WebGL/WebGPU acceleration for games and UI overlays.
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, BitmapText, create-pixi, how do I draw, how do I render, how do I animate in pixi.
Provides UI/UX resources: 50+ styles, color palettes, font pairings, guidelines, charts for web/mobile across React, Next.js, Vue, Svelte, Tailwind, React Native, Flutter. Aids planning, building, reviewing interfaces.
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Profile before optimizing. PixiJS handles a lot of content well out of the box; browser DevTools Performance + GPU profiling should be your first move. Once you've found the bottleneck, apply the targeted pattern below (destroy, pool, batch, cache, or cull).
container.cacheAsTexture(true);
container.updateCacheTexture();
container.cacheAsTexture(false);
container.destroy({ children: true });
import { CullerPlugin, extensions } from "pixi.js";
extensions.add(CullerPlugin);
offscreenContainer.cullable = true;
offscreenContainer.cullArea = new Rectangle(0, 0, 256, 256);
// Tune GC via init options (ms). The `textureGC.*` properties are
// deprecated since 8.15.0 — use these on the Application init instead.
await app.init({ gcMaxUnusedTime: 60_000, gcFrequency: 30_000 });
Related skills: pixijs-scene-container (destroy options), pixijs-scene-core-concepts (render groups, layers, culling), pixijs-scene-text (BitmapText for dynamic content), pixijs-assets (atlasing), pixijs-custom-rendering (custom batchers).
import { Sprite, Assets } from "pixi.js";
const texture = await Assets.load("character.png");
const sprite = new Sprite(texture);
// Destroy sprite only (preserve texture for reuse)
sprite.destroy();
// Destroy sprite AND its texture
sprite.destroy({ children: true, texture: true, textureSource: true });
When done with a loaded asset entirely:
Assets.unload("character.png");
This removes it from the cache and unloads the GPU resource.
import { Application } from "pixi.js";
// Correct destroy that cleans global pools
app.destroy({ releaseGlobalResources: true });
const newApp = new Application();
await newApp.init({ width: 800, height: 600 });
Without releaseGlobalResources: true, pooled objects (batches, textures) from the old app leak into the new one, causing flickering and corruption.
PixiJS auto-collects unused textures and GPU resources via GCSystem. Defaults: checks every 30 seconds, removes resources idle for 60 seconds. These are time-based (milliseconds).
import { Application } from "pixi.js";
const app = new Application();
await app.init({
gcActive: true,
gcMaxUnusedTime: 120000, // idle time before cleanup in ms (default: 60000)
gcFrequency: 60000, // check interval in ms (default: 30000)
});
For manual control:
texture.source.unload(); // immediate GPU memory release
Upload textures and graphics to GPU before rendering to avoid first-frame hitches:
import "pixi.js/prepare";
import { Application, Assets } from "pixi.js";
const app = new Application();
await app.init();
// Don't render until assets are uploaded
app.stop();
const texture = await Assets.load("large-scene.png");
// Upload to GPU ahead of time
await app.renderer.prepare.upload(app.stage);
// Now rendering won't hitch on first frame
app.start();
prepare.upload() accepts a Container (uploads all textures, text, and graphics in the subtree) or individual resources.
cacheAsTexture() renders a container's subtree to a single texture, reducing draw calls for complex static content. Internally it creates a render group and caches the result.
When to use:
Tradeoffs:
renderer.texture.maxTextureSize)updateCacheTexture() after modifying childrenimport { Container, Sprite } from "pixi.js";
const panel = new Container();
// ... add many static children ...
panel.cacheAsTexture(true);
// With options
panel.cacheAsTexture({ resolution: 2, antialias: true });
// Refresh after changes
panel.updateCacheTexture();
// MUST disable before destroying (see Common Mistakes below)
panel.cacheAsTexture(false);
panel.destroy();
Avoid: toggling on/off repeatedly (constant re-caching negates benefits), caching sparse containers (negligible gain), caching containers larger than 4096x4096.
Reuse objects by changing their properties instead of destroy/recreate:
import { Sprite, Container, Texture } from "pixi.js";
class BulletPool {
private _pool: Sprite[] = [];
private _container: Container;
constructor(container: Container) {
this._container = container;
}
public get(texture: Texture): Sprite {
let bullet = this._pool.pop();
if (!bullet) {
bullet = new Sprite(texture);
this._container.addChild(bullet);
}
bullet.texture = texture;
bullet.position.set(0, 0);
bullet.rotation = 0;
bullet.scale.set(1);
bullet.alpha = 1;
bullet.tint = 0xffffff;
bullet.blendMode = "normal";
bullet.visible = true;
return bullet;
}
public release(bullet: Sprite): void {
bullet.visible = false;
this._pool.push(bullet);
}
}
Destroying and recreating is significantly more expensive than toggling visible and updating properties. GPU resources stay allocated; only scene graph visibility changes.
PixiJS batches similar consecutive objects into single draw calls. Batch breaks occur on:
Optimize draw order:
import { Sprite, Graphics, Container } from "pixi.js";
// 4 draw calls: type alternates
const bad = new Container();
bad.addChild(new Sprite(t1));
bad.addChild(new Graphics().rect(0, 0, 10, 10).fill(0xff0000));
bad.addChild(new Sprite(t2));
bad.addChild(new Graphics().rect(0, 0, 10, 10).fill(0x00ff00));
// 2 draw calls: types grouped
const good = new Container();
good.addChild(new Sprite(t1));
good.addChild(new Sprite(t2));
good.addChild(new Graphics().rect(0, 0, 10, 10).fill(0xff0000));
good.addChild(new Graphics().rect(0, 0, 10, 10).fill(0x00ff00));
Same principle applies to blend modes: screen/normal/screen/normal = 4 draws; screen/screen/normal/normal = 2 draws.
import { Assets, Sprite } from "pixi.js";
// Load a spritesheet (single texture atlas)
const sheet = await Assets.load("game-atlas.json");
// All frames share one GPU texture; enables batching
const hero = new Sprite(sheet.textures["hero.png"]);
const enemy = new Sprite(sheet.textures["enemy.png"]);
const coin = new Sprite(sheet.textures["coin.png"]);
Individual textures each require their own GPU upload and break batches when the texture limit is exceeded. Spritesheets consolidate many frames into one atlas texture.
Use @0.5x filename suffix on half-resolution sheets so PixiJS auto-scales them.
Text and HTMLText re-render to a canvas and re-upload to the GPU on every change. Never update them per frame unconditionally:
import { BitmapText, Text } from "pixi.js";
// Wrong: re-renders canvas + GPU upload every frame
app.ticker.add(() => {
scoreText.text = `Score: ${score}`;
});
// Correct: use BitmapText for frequently changing content
const scoreText = new BitmapText({
text: "Score: 0",
style: { fontFamily: "Arial", fontSize: 24, fill: 0xffffff },
});
app.ticker.add(() => {
scoreText.text = `Score: ${score}`;
});
BitmapText renders from a pre-generated glyph atlas. Updates only reposition quads; no canvas re-render or GPU upload. Use it for scores, timers, counters, and anything that changes frequently.
If you must use canvas Text, guard updates so they only happen when the value changes:
app.ticker.add(() => {
const next = `Score: ${score}`;
if (scoreText.text !== next) {
scoreText.text = next;
}
});
Text resolution matches the renderer resolution by default. Lower it independently via text.resolution = 1 to reduce GPU memory on high-DPI displays.
Graphics objects are fastest when their shape doesn't change (transforms, alpha, and tint are fine). Small Graphics (under ~100 points) are batched like Sprites. Complex Graphics with hundreds of shapes are slow; convert them to textures instead:
import { Graphics, Sprite } from "pixi.js";
const complex = new Graphics();
// ... draw complex shape ...
// Render once to texture, use as Sprite
const texture = app.renderer.generateTexture(complex);
const sprite = new Sprite(texture);
PixiJS skips rendering objects outside the visible area when cullable is set. Disabled by default because it trades CPU cost (bounds checking) for GPU savings. Culling only runs when the CullerPlugin is registered:
import { extensions, CullerPlugin, Culler, Rectangle } from "pixi.js";
extensions.add(CullerPlugin); // before Application.init
// Enable on objects that may be off-screen
sprite.cullable = true;
// Optional: a pre-computed cull rectangle avoids per-frame bounds calculation.
// Without cullArea, the Culler uses the object's global bounds instead.
sprite.cullArea = new Rectangle(0, 0, 800, 600);
// Skip culling an entire subtree (static UI, always visible)
uiRoot.cullableChildren = false;
// Or cull manually without the plugin:
Culler.shared.cull(app.stage, app.renderer.screen);
cullableChildren on a container stops the culler from recursing into its descendants; a large win for static UI panels with many children. Culler.shared.cull(container, rect) runs the same logic manually for custom render pipelines. Use culling when you're GPU-bound; avoid it when CPU-bound, since the per-object bounds check adds overhead.
import { Application } from "pixi.js";
const app = new Application();
// Mobile-friendly: lower resolution, no antialias
await app.init({
resolution: 1,
antialias: false,
backgroundAlpha: 1, // opaque background is faster
});
resolution: 2 quadruples the pixel count. On mobile, this can halve frame rate. Profile to find the right balance.
function staggerDestroy(textures: Texture[], perFrame: number = 5): void {
let index = 0;
const ticker = app.ticker;
const destroy = () => {
const end = Math.min(index + perFrame, textures.length);
for (let i = index; i < end; i++) {
textures[i].destroy(true);
}
index = end;
if (index >= textures.length) {
ticker.remove(destroy);
}
};
ticker.add(destroy);
}
Destroying many textures in one frame causes a freeze. Spread the cost across frames.
container.filterArea = new Rectangle(x, y, w, h) when you know the bounds. Without it, PixiJS measures bounds every frame.container.filters = null.interactiveChildren = false on containers with no interactive children.hitArea on large containers to skip recursive child hit testing.Remove from scene before destroying:
parent.removeChild(sprite);
sprite.destroy();
Destroying while the render pipeline still holds a reference causes null-pointer crashes. If destruction must happen mid-frame, defer it:
app.ticker.addOnce(() => {
parent.removeChild(sprite);
sprite.destroy();
});
Wrong:
app.destroy();
const newApp = new Application();
Correct:
app.destroy({ releaseGlobalResources: true });
const newApp = new Application();
Without this flag, stale pooled batches and textures from the old app persist in global pools and get reused by the new app, causing flickering and visual corruption.
sprite / graphic / sprite / graphic = 4 draw calls.
sprite / sprite / graphic / graphic = 2 draw calls.
Group same object types together in the child order to minimize batch breaks. Same applies to blend mode ordering.
Destroy/recreate is expensive: it deallocates GPU resources, triggers garbage collection, and requires fresh GPU uploads. Reuse objects by updating texture, position, visible, and other properties. Use an object pool pattern for frequently spawned/despawned entities.
Each separate texture consumes its own GPU memory slot and breaks batching when the per-batch texture limit is reached. Spritesheets consolidate textures into atlases. Also avoid textures exceeding 4096px on either axis, as they fail on some mobile GPUs.
Each update re-renders the full string to a canvas and uploads to the GPU. At 60fps this creates massive overhead. Use BitmapText for dynamic content (scores, timers, counters). If canvas Text is required, only update when the value actually changes. Source: src/docs/concepts/performance-tips.md
Hundreds of complex Graphics objects are slow to render. Small Graphics (under ~100 points) batch efficiently like Sprites, but complex ones do not. Render complex static shapes to a texture with renderer.generateTexture() and display as a Sprite. Source: src/docs/concepts/performance-tips.md
Destroying dozens of textures in a single frame causes a visible freeze. Spread destruction across multiple frames (e.g., 5 per frame via a ticker callback). Source: src/docs/concepts/garbage-collection.md
Without renderer.prepare.upload(), textures upload to the GPU on first render, causing frame hitches. For loading screens or scene transitions, upload before displaying. Requires import 'pixi.js/prepare' (not included even in the default bundle; always import it explicitly). Source: src/prepare/PrepareSystem.ts
resolution: 2 quadruples the pixel count. antialias: true adds GPU cost. Both degrade performance on mobile devices. Always profile on target hardware before enabling. Source: performance-tips.md