pixijs-assets
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
By pixijs · 4,330 installs
npx skills add pixijs/pixijs-skills --skill pixijs-assets
Source repository · Upstream listing
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
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
Type Extensions Parser ID Loader
Textures .png , .jpg , .jpeg , .webp , .avif texture loadTextures
SVG .svg svg loadSvg (see references/svg.md )
Video textures .mp4 , .m4v , .webm , .ogg , .ogv , .h264 , .avi , .mov video loadVideoTextures (see references/video.md )
Sprite sheets .json (Spritesheet format) spritesheet spritesheetAsset (see references/spritesheet.md )
Bitmap fonts .fnt , .xml bitmap font loadBitmapFont (loading works by default; rendering BitmapText requires 'pixi.js/text bitmap' ; see references/fonts.md )
Web fonts .ttf , .otf , .woff , .woff2 web font loadWebFont (see references/fonts.md )
JSON .json json loadJson
Text .txt text loadTxt
Compressed textures .basis , .dds , .ktx , .ktx2 basis , dds , ktx , ktx2 See references/compressed textures.md
Animated GIFs .gif gif Requires '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:
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.
Topics
Every asset workflow is covered in a reference file. Pick the one that matches the question:
Topic Reference When
Texture atlases and animations [references/spritesheet.md](references/spritesheet.md) Loading sprite sheets with AnimatedSprite
Video textures [references/video.md](references/video.md) .mp4 , .webm , autoplay, looping, mobile
Web and bitmap fonts [references/fonts.md](references/fonts.md) .woff2 , .fnt , font families, SDF fonts
Animated GIFs [references/gif.md](references/gif.md) .gif , GifSprite , playback control
Grouping assets by feature [references/bundles.md](references/bundles.md) addBundle , loadBundle , unloadBundle
Declaring everything upfront [references/manifests.md](references/manifests.md) Assets.init({ manifest }) workflows
Cache lookups and cleanup [references/caching.md](references/caching.md) Assets.get , Assets.unload , Cache
Priming future assets [references/background.md](references/background.md) backgroundLoad , backgroundLoadBundle
Loading screens [references/progress.md](references/progress.md) onProgress , LoadOptions progress
GPU compressed formats [references/compressed textures.md](references/compressed textures.md) .ktx2 , .basis , .dds , .ktx
Vector vs raster SVG [references/svg.md](references/svg.md) parseAsGraphicsContext , texture mode
Retina + format detection [references/resolution.md](references/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)
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 type data shape Key options Reference
Texture (image) TextureSourceOptions resolution , scaleMode , alphaMode , autoGenerateMipmaps , antialias , addressMode references/resolution.md
SVG { parseAsGraphicsContext?, resolution? } parseAsGraphicsContext for Graphics mode; resolution for sharper raster references/svg.md
Video VideoSourceOptions autoPlay , loop , muted , playsinline , preload , updateFPS , crossorigin , mime references/video.md
Web font LoadFontData family , weights , style , display , unicodeRange , featureSettings references/fonts.md
Bitmap font (none; auto configured) Distance field detection sets scale mode and mipmaps references/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 p