pixijs-scene-container
pixijs/pixijs-skills
Group, position, and transform display objects in PixiJS v8 scenes.
What is pixijs-scene-container?
Container is the general-purpose node of the PixiJS v8 scene graph that holds children and applies transforms, alpha, tint, and blend mode to its subtree. Use it whenever you need to group, position, or transform multiple display objects together.
- Add, remove, and reorder children with addChild, removeChild, addChildAt, swapChildren, setChildIndex
- Apply transforms (position, scale, rotation, pivot, skew) and visual properties (alpha, tint, blendMode) to entire subtrees
- Sort children by zIndex with sortableChildren for depth control
- Query bounds and convert coordinates between local and global space with getBounds, toGlobal, toLocal, getGlobalPosition
- Optimize rendering with isRenderGroup, boundsArea, and cullable options
- Execute per-frame logic with onRender callback and destroy containers cleanly
How to install pixijs-scene-container
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-container- PixiJS v8 installed
- Familiarity with pixijs-scene-core-concepts (scene graph mental model)
How to use pixijs-scene-container
- 1.Create a Container with new Container() and optional constructor options like position, scale, sortableChildren
- 2.Add child display objects (Sprite, Graphics, Text, Mesh) using addChild() or addChildAt()
- 3.Set transform properties (position, scale, rotation, pivot) on the container to affect all children
- 4.Enable sortableChildren: true if you need dynamic zIndex-based depth sorting
- 5.Call getBounds() or toGlobal/toLocal() to query bounds or convert coordinates
- 6.Use isRenderGroup: true on stable sub-trees for GPU-based transform optimization
- 7.Call destroy() when done to clean up the container and its children
Use cases
- Grouping a character sprite with its head and body parts, then rotating/scaling the entire group
- Building a UI layer that stays on top of game world by setting zIndex and sortableChildren
- Creating a camera-follow system by positioning a world container relative to player movement
- Organizing a complex scene hierarchy with multiple nested containers for different game systems
- Culling off-screen containers to improve performance in large worlds
- Game developers building scene hierarchies in PixiJS
- UI developers organizing layered interface elements
- Graphics programmers optimizing rendering performance with render groups
- Anyone grouping or transforming multiple display objects together
pixijs-scene-container FAQ
pivot shifts the projection of the local origin in parent space, so changing it displaces the object. origin leaves position alone and simply rotates/scales around the specified local point. Pick one per container; using both produces compounding behavior.
Use it on stable sub-trees like large static worlds or UI layers to apply transforms on the GPU instead of recomputing per-child on the CPU. Don't overuse; profile first since too many render groups hurt performance.
Yes, children render in array order: index 0 is drawn first (behind), the last index is drawn last (in front). Use zIndex with sortableChildren: true for automatic depth sorting.
No; only Container and subclasses should have children. Wrap leaves (Sprite, Graphics, Text, Mesh) in a Container when you need to group them. Adding children to leaves logs a deprecation warning.
Calling addChildAt with a child already in the same container silently moves it to the new index. No events fire because the parent-child relationship didn't change.
Full instructions (SKILL.md)
Source of truth, from pixijs/pixijs-skills.
name: pixijs-scene-container description: "Use this skill when grouping, positioning, or transforming display objects in PixiJS v8. Covers Container constructor options (isRenderGroup, sortableChildren, boundsArea), addChild/removeChild/addChildAt/swapChildren/setChildIndex, position/scale/rotation/pivot/skew/alpha/tint, getBounds/getGlobalPosition/toLocal/toGlobal, zIndex sorting, cullable, onRender per-frame callback, destroy. Triggers on: Container, addChild, removeChild, addChildAt, swapChildren, sortableChildren, zIndex, position, scale, rotation, pivot, getBounds, toGlobal, toLocal, onRender, destroy, constructor options, ContainerOptions." license: MIT
Container is the general-purpose node of the PixiJS v8 scene graph. It holds children and applies transforms, alpha, tint, and blend mode to its whole subtree. Every display object you make will either be a Container you're building a branch on, or a leaf (Sprite, Graphics, Text, Mesh) that you nest inside one.
Assumes familiarity with pixijs-scene-core-concepts.
Quick Start
const group = new Container({
label: "hero-group",
x: 200,
y: 150,
sortableChildren: true,
});
const body = new Sprite(await Assets.load("body.png"));
const head = new Sprite(await Assets.load("head.png"));
head.position.set(0, -40);
head.zIndex = 1;
group.addChild(body, head);
group.pivot.set(group.width / 2, group.height / 2);
group.scale.set(1.5);
app.stage.addChild(group);
Related skills: pixijs-scene-core-concepts (scene graph mental model, masking, layers, render groups), pixijs-scene-sprite / pixijs-scene-graphics / pixijs-scene-text / pixijs-scene-mesh (leaf objects that go inside containers), pixijs-events (eventMode, hit testing), pixijs-math (Matrix, toGlobal/toLocal detail), pixijs-performance (cacheAsTexture, culling, render groups).
Core Patterns
Constructor options
const container = new Container({
label: "world",
x: 100,
y: 50,
scale: 2,
rotation: Math.PI / 4,
alpha: 0.8,
visible: true,
tint: 0xffaa00,
blendMode: "add",
sortableChildren: true,
isRenderGroup: true,
origin: { x: 0, y: 0 },
boundsArea: new Rectangle(0, 0, 1920, 1080),
});
All Container options (position, scale, tint, label, filters, zIndex, etc.) are also valid here — see skills/pixijs-scene-core-concepts/references/constructor-options.md.
The Container constructor uses assignWithIgnore to bulk-copy every field in the options object onto the instance except children, parent, and effects. Any public property of Container is a valid constructor option: cullable, cullArea, mask, filterArea, eventMode, hitArea, and so on. The options block above groups the most common ones; see the shared reference above for the full list.
isRenderGroup: true promotes the container to its own render group so its transforms are applied on the GPU rather than recomputed per-child on the CPU. Use it on stable sub-trees (large static worlds, UI layers). Don't overuse; most scenes don't need explicit render groups and too many hurts performance. Profile before promoting. See pixijs-scene-core-concepts/references/scene-management.md.
sortableChildren: true causes children to be re-sorted by zIndex at the next render. See zIndex below.
origin is a first-class v8 transform helper: an ObservablePoint that acts as a rotation/scale center without moving the container. Where pivot shifts the projection of the local origin in parent space (so changing it displaces the object), origin leaves position alone and simply rotates/scales around the specified local point. Accepts PointData, a single number (applied to both axes), or can be set live via container.origin.set(x, y). Setting both pivot and origin on the same container produces compounding behavior and is discouraged; pick one.
boundsArea forces getBounds() to return a fixed rectangle instead of recursively measuring children; it is a performance win for containers with hundreds of cheap, predictable children.
cullable and cullArea are valid constructor options (the assignWithIgnore pass copies them like any other field), but they are documented in pixijs-performance because culling setup is a performance concern rather than a scene-graph concern.
Leaves vs containers
const parent = new Container();
const sprite = new Sprite(texture);
parent.addChild(sprite);
Only Container (and subclasses intended to hold children, like RenderLayer) should have children. Sprite, Graphics, Text, Mesh, ParticleContainer particles, and DOMContainer content are leaves by convention in PixiJS v8. Wrap them in a Container whenever you need to group things: give the container the layout logic and keep the leaves pure visual data. Adding children to a leaf logs a deprecation warning and is scheduled to become a hard error.
Adding and removing children
const parent = new Container();
parent.addChild(a, b, c);
parent.addChildAt(d, 0);
parent.swapChildren(a, b);
parent.setChildIndex(c, 0);
parent.removeChild(b);
parent.removeChildAt(0);
parent.removeChildren();
parent.removeChildren(0, 2);
addChild accepts any number of children and returns the first one. Children render in array order: index 0 is drawn first (behind), the last index is drawn last (in front). addChildAt inserts at a specific index; setChildIndex moves an existing child; swapChildren exchanges two children's positions.
removeChildren(beginIndex?, endIndex?) removes a slice and returns the removed array.
Calling addChildAt with a child that already belongs to the same container silently moves it to the new index. No added / childAdded / removed / childRemoved events fire, because the parent-child relationship didn't change. Events only fire when the child comes from a different parent (or from no parent).
For reparenting that preserves world transform (so the child doesn't visually jump), use reparentChild / reparentChildAt. For swapping a child in place while copying the old child's local transform, use replaceChild.
Transform properties
const obj = new Container();
obj.x = 100;
obj.y = 200;
obj.position.set(100, 200);
obj.scale.set(2);
obj.scale = 2;
obj.rotation = Math.PI / 4;
obj.angle = 45;
obj.pivot.set(50, 50);
obj.skew.set(0.1, 0.2);
obj.alpha = 0.5;
obj.tint = 0xff0000;
obj.visible = false;
obj.renderable = false;
position,scale,pivot,skewareObservablePoints. Assigningscale = 2is valid and sets both axes.rotationis radians;angleis degrees; they are aliases that stay in sync.pivotsets the point in local space that maps topositionin parent space; changing it both moves and rotates the container.alphaandtintmultiply down through children.blendModeapplies to this container's draw instructions.visible = falseskips rendering and transform updates.renderable = falseskips rendering but still updates transforms (use when you needgetBounds()or hit-testing without drawing).
zIndex and sortableChildren
const world = new Container({ sortableChildren: true });
const ground = new Sprite(groundTexture);
ground.zIndex = 0;
const player = new Sprite(playerTexture);
player.zIndex = 10;
const ui = new Sprite(uiTexture);
ui.zIndex = 100;
world.addChild(ground, player, ui);
When sortableChildren is true, the container re-sorts its children by zIndex before the next render. Changing any child's zIndex automatically re-marks the parent as needing sort. Sort only what you need to sort; leaving sortableChildren off is cheaper. If you want full manual control, call container.sortChildren() yourself after changing zIndex values.
For render-order control that is decoupled from the hierarchy (children keep their logical parent for transforms but render at a different z), use RenderLayer. See pixijs-scene-core-concepts/references/scene-management.md.
Bounds and coordinate conversion
const bounds = container.getBounds();
console.log(bounds.x, bounds.y, bounds.width, bounds.height);
const rect = container.getBounds().rectangle;
const local = new Point(10, 20);
const world = container.toGlobal(local);
const backToLocal = container.toLocal(world);
const selfPos = container.getGlobalPosition();
getBounds() returns a Bounds object (not a Rectangle); it exposes x, y, width, height, and a .rectangle getter for APIs that need an actual Rectangle. The signature is getBounds(skipUpdate?: boolean, bounds?: Bounds) — pass true as the first arg to skip the forced transform update, and an optional Bounds instance as the second arg to avoid allocating a new one.
toGlobal(point) converts a point in this container's local space to scene-root space. toLocal(point, from?) converts from another container's local space (or global space if from is omitted). getGlobalPosition() is shorthand for parent.toGlobal(this._position).
Sizing
const sprite = new Sprite(texture);
sprite.setSize(200, 100);
const { width, height } = sprite.getSize();
setSize adjusts scale so the container's bounds fit the requested pixel size, in one operation. Setting .width and .height individually works, but each assignment triggers a separate bounds recomputation; prefer setSize when changing both axes.
Container events
const parent = new Container();
parent.on("childAdded", (child, container, index) => {
console.log("added at", index, child.label);
});
parent.on("childRemoved", (child, container, index) => {
console.log("removed from", index);
});
const child = new Container();
child.on("added", (newParent) => console.log("entered", newParent.label));
child.on("removed", (oldParent) => console.log("left", oldParent.label));
child.on("visibleChanged", (visible) => console.log("visible:", visible));
child.on("destroyed", (destroyed) => console.log("gone", destroyed.label));
parent.addChild(child);
| Event | Fires on | Arguments |
|---|---|---|
childAdded | the parent receiving the child | (child, container, index) |
childRemoved | the parent losing the child | (child, container, index) |
added | the child that was attached | (parent) |
removed | the child that was detached | (parent) |
destroyed | the destroyed container | (container) |
visibleChanged | the container whose visible flipped | (visible) |
These are emitted on the EventEmitter side of Container; do not confuse them with pointer events from pixijs-events.
destroyed fires after internal cleanup but before listeners are removed, so by the time your handler runs position, scale, pivot, origin, skew, and parent have already been nulled, and children has been emptied (length 0, but the array reference itself is not nulled). Capture any data you need from the container before calling destroy(), not inside the handler.
Per-frame updates with onRender
const container = new Container();
container.onRender = (renderer) => {
container.rotation += 0.01;
};
container.onRender = null;
onRender runs every frame while the container is being rendered, and receives the active Renderer. Use it for lightweight animation or per-frame updates tied to a specific container. In v7 this pattern was done by overriding updateTransform, which no longer runs every frame in v8. Set onRender = null to detach the callback.
Finding and removing from parent
const player = world.getChildByLabel("player");
const enemies = world.getChildrenByLabel(/enemy-\d+/, true);
const bounds = hud.getLocalBounds();
oldSprite.removeFromParent();
getChildByLabel(label, deep?)— first match by string orRegExp. Passtruefor a recursive search.getChildrenByLabel(label, deep?, out?)— all matches. Accepts an optional reusable output array.getLocalBounds()— bounds in this container's own coordinate space, ignoring parent transforms. Cheaper thangetBounds()for self-contained layout math.removeFromParent()— detachesthisfrom its current parent (no-op if already orphaned).
Destroy
container.destroy();
container.destroy({
children: true,
texture: true,
textureSource: true,
});
console.log(container.destroyed);
By default destroy() unlinks this container from its parent and tears down its own state. Pass { children: true } to recursively destroy every descendant; this is the usual call for killing a whole subtree. texture: true and textureSource: true additionally destroy the GPU resources referenced by leaf children (useful for sprites whose textures you loaded just for them). If cacheAsTexture is on, disable it with container.cacheAsTexture(false) before destroying.
Common Mistakes
[CRITICAL] Adding children to leaf scene objects
Wrong:
const sprite = new Sprite(texture);
const overlay = new Sprite(overlayTexture);
sprite.addChild(overlay);
Correct:
const group = new Container();
const sprite = new Sprite(texture);
const overlay = new Sprite(overlayTexture);
group.addChild(sprite, overlay);
Sprites, Graphics, Text, and Mesh are leaves. Adding children to them logs a deprecation warning now and will be an error in a future version. Always wrap them in a Container when you need grouping.
[HIGH] Expecting getBounds() to return a Rectangle
Wrong:
const rect = container.getBounds();
rect.contains(x, y); // TypeError: contains is not a function
Correct:
const rect = container.getBounds().rectangle;
rect.contains(x, y);
const bounds = container.getBounds();
console.log(bounds.width, bounds.height);
getBounds() returns a Bounds instance in v8. Its basic getters (x, y, width, height) work, but for Rectangle-specific methods like .contains() or passing to APIs that require a Rectangle, read the .rectangle property.
[HIGH] Using cacheAsBitmap instead of cacheAsTexture
Wrong:
container.cacheAsBitmap = true;
Correct:
container.cacheAsTexture(true);
cacheAsBitmap (v7 property) was renamed to cacheAsTexture() (a method) in v8. Always disable it with cacheAsTexture(false) before calling destroy().
[MEDIUM] Using container.name instead of container.label
name was renamed to label in v8. The old property still works as a deprecated alias; getChildByLabel is the v8 way to look up children by name.
[MEDIUM] Setting both pivot and origin on the same container
Pivot shifts the projection of the local origin in parent space (moves the object as a side-effect of changing the rotation center). Origin changes the rotation/scale center without displacement. Setting both on the same container produces unexpected compounding; pick one.
API Reference
Related skills
More from pixijs/pixijs-skills and the wider catalog.

pixijs-scene-core-concepts
Understand PixiJS v8 scene graph architecture: containers, leaves, transforms, and render order.

pixijs-scene-dom-container
Overlay HTML elements on PixiJS v8 canvas with scene-graph-driven CSS transforms.

pixijs-scene-gif
Play animated GIFs in PixiJS v8 with frame-by-frame control and callbacks.

pixijs-scene-graphics
Draw vector shapes and paths in PixiJS v8 with the Graphics API.

pixijs-scene-mesh
Render custom 2D geometry and deformable shapes in PixiJS v8 with Mesh, MeshPlane, MeshRope, and PerspectiveMesh.

pixijs-scene-particle-container
Render thousands of lightweight sprites efficiently in PixiJS v8 using ParticleContainer.