How to install pixijs-scene-dom-container
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-dom-containerFull instructions (SKILL.md)
Source of truth, from pixijs/pixijs-skills.
name: pixijs-scene-dom-container description: "Use this skill when overlaying HTML elements on the PixiJS v8 canvas. Covers DOMContainer with element, anchor, and scene-graph-driven CSS transforms, the pixi.js/dom side-effect import, DOMPipe registration, visibility sync, pointer-events handling. Triggers on: DOMContainer, pixi.js/dom, DOMPipe, HTML overlay, input on canvas, iframe overlay, DOMContainerOptions, element, anchor, constructor options." license: MIT
DOMContainer positions an HTML element over the PixiJS canvas and drives its CSS transform from the scene graph. Use it for native inputs, iframes, videos, or rich HTML that needs to follow a display object's position. The default pixi.js browser bundle registers the DOMPipe automatically; custom builds add a side-effect import 'pixi.js/dom'.
DOMContaineris marked EXPERIMENTAL in PixiJS v8. The API may change between minor releases.
Assumes familiarity with pixijs-scene-core-concepts. DOMContainer extends ViewContainer, so it's a leaf: do not nest PixiJS children inside it. Nest DOM content inside the HTML element itself, or wrap multiple DOMContainer instances in a Container. Not available in Web Workers; a worker has no DOM to overlay.
Quick Start
import "pixi.js/dom";
const input = document.createElement("input");
input.type = "text";
input.placeholder = "Enter name...";
const dom = new DOMContainer({
element: input,
anchor: 0.5,
});
dom.position.set(app.screen.width / 2, app.screen.height / 2);
app.stage.addChild(dom);
Related skills: pixijs-scene-core-concepts (scene graph basics), pixijs-scene-container (wrap multiple DOM overlays), pixijs-events (pointer handling on canvas vs DOM), pixijs-accessibility (screen-reader overlays).
Constructor options
All Container options (position, scale, tint, label, filters, zIndex, etc.) are also valid here — see skills/pixijs-scene-core-concepts/references/constructor-options.md.
Leaf-specific options added by DOMContainerOptions:
| Option | Type | Default | Description |
|---|---|---|---|
element | HTMLElement | document.createElement('div') | The HTML element the container drives. Any element is valid: input, textarea, iframe, video, div, etc. If omitted, a bare <div> is created. |
anchor | PointData | number | 0 | Origin of the element relative to its own dimensions. 0 is top-left, 0.5 centers, 1 is bottom-right. A single number sets both axes; { x, y } sets each independently. |
tint, filters, mask, and blendMode are accepted (inherited from Container) but have no visual effect — DOM elements live outside the WebGL/WebGPU pipeline. Style the element via CSS for those effects.
Core Patterns
Setup and the side-effect import
import "pixi.js/dom";
import { DOMContainer } from "pixi.js";
Or use the combined import that registers the pipe and re-exports the class:
import { DOMContainer } from "pixi.js/dom";
The default pixi.js browser bundle already imports pixi.js/dom for you via browserAll.ts, so DOMContainer works out of the box in a typical browser app. You only need the explicit import 'pixi.js/dom' line when you set skipExtensionImports: true (custom builds) or when running under a non-browser bundle.
Transforms, anchor, and alpha
const dom = new DOMContainer({
element: document.createElement("div"),
anchor: 0.5,
});
dom.position.set(400, 300);
dom.scale.set(1.5);
dom.rotation = Math.PI / 8;
dom.alpha = 0.5;
Transforms on the DOMContainer propagate to the element as CSS transform. anchor shifts the element's origin relative to its own dimensions: 0 is top-left, 0.5 centers, 1 is bottom-right. A single number sets both axes; an object { x, y } sets each independently. alpha (including inherited parent alpha) is written to the element's style.opacity every frame.
If no element is provided, a <div> is created by default.
Styling the element directly
const panel = document.createElement("div");
panel.innerHTML = "<h2>Score</h2><p>1500</p>";
panel.style.color = "white";
panel.style.fontFamily = "Arial";
panel.style.pointerEvents = "none";
const dom = new DOMContainer({ element: panel });
dom.position.set(50, 50);
app.stage.addChild(dom);
PixiJS does not interfere with CSS styling on the element. The shared root <div> is set to pointer-events: none, and each attached element defaults to pointer-events: auto. Override to none on purely decorative overlays so the canvas still receives clicks underneath them.
Visibility and cleanup
dom.visible = false;
dom.visible = true;
dom.destroy();
Setting visible = false or removing the DOMContainer from the scene graph detaches the element from the DOM. Restoring visibility re-attaches it. destroy() removes the element from its parent node and nulls internal references; the HTML element itself is preserved, so you can re-attach it elsewhere:
const element = dom.element;
dom.destroy();
document.body.appendChild(element);
The DOM container root
The DOMPipe uses a shared root <div> with z-index: 1000 that hosts every attached element. It's exposed as app.domContainerRoot (an HTMLDivElement). All DOMContainer elements render above canvas content; you can't interleave DOM elements between PixiJS draw calls.
On the first render that has an attached DOMContainer, the pipe automatically appends the root to the canvas's parent node. Append it yourself next to app.canvas if you need explicit, stable placement in the DOM tree (for example, when the canvas shares a wrapper with other layered content):
document.body.appendChild(app.canvas);
document.body.appendChild(app.domContainerRoot);
The root uses absolute positioning and its transform is recomputed from the canvas getBoundingClientRect() via a ResizeObserver, so CSS-scaled canvases stay aligned without extra work.
Common Mistakes
[MEDIUM] Missing the pixi.js/dom import in custom builds
The default browser bundle auto-registers DOMPipe, so most apps do not need an explicit import. It is only required when you opt out of auto-imports:
await app.init({ skipExtensionImports: true });
// Now you must add this yourself:
import "pixi.js/dom";
Without registration under a custom build, DOMContainer is still importable but the renderer has no pipe to process it; elements never synchronize with the scene graph and never appear.
[MEDIUM] Expecting filters, masks, or blend modes to affect DOM elements
Wrong:
const dom = new DOMContainer();
dom.filters = [new BlurFilter()];
Correct:
dom.element.style.filter = "blur(4px)";
DOM elements are HTML overlays positioned via CSS transforms; they exist outside the WebGL/WebGPU pipeline. PixiJS filters, masks, and blend modes have no effect on them. Use CSS filters and CSS mix-blend-mode on the element directly.
[MEDIUM] Do not nest children inside a DOMContainer
Wrong:
const dom = new DOMContainer();
dom.addChild(new Sprite(texture));
Correct:
const group = new Container();
group.addChild(dom, new Sprite(texture));
DOMContainer extends ViewContainer, which sets allowChildren = false. It is a leaf in the PixiJS scene graph. For PixiJS children, wrap the DOMContainer alongside them in a plain Container. For nested HTML, nest inside the element itself (element.appendChild(...)).
[LOW] Forgetting to set anchor for centered positioning
The default anchor is (0, 0), placing the element's top-left corner at the container's position. For centering a UI element on its scene-graph position, set anchor: 0.5:
const dom = new DOMContainer({ element: myElement, anchor: 0.5 });
dom.position.set(400, 300);
API Reference
Related skills
More from pixijs/pixijs-skills and the wider catalog.
pixijs
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.
pixijs-application
Use 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 creation 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, preference, autoStart, sharedTicker, useBackBuffer, powerPreference, skipExtensionImports, preferWebGLVersion, preserveDrawingBuffer, cullable, CullerPlugin, app.start, app.stop, app.destroy, releaseGlobalResources.
pixijs-core-concepts
Use 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, and pointers to per-topic deep dives. Triggers on: renderer, WebGL, WebGPU, Canvas, render loop, render pipeline, systems, environments, autoDetectRenderer.
pixijs-scene-graphics
Use this skill when drawing vector shapes and paths in PixiJS v8. Covers the Graphics API: shape-then-fill methods (rect/circle/ellipse/poly/roundRect/star/regularPoly/roundPoly/roundShape/filletRect/chamferRect), path methods (moveTo/lineTo/bezierCurveTo/quadraticCurveTo/arc/arcTo/arcToSvg/closePath), fill/stroke/cut, holes, FillGradient (linear/radial), FillPattern, GraphicsContext sharing, svg import/export, containsPoint hit testing, cloning, clearing, bounds, fillStyle/strokeStyle, draw-time transforms (rotateTransform/scaleTransform/translateTransform/setTransform/save/restore), default styles, GraphicsPath reuse. Triggers on: Graphics, GraphicsContext, rect, circle, poly, roundRect, fill, stroke, cut, hole, beginHole, FillGradient, FillPattern, moveTo, bezierCurveTo, svg, graphicsContextToSvg, svg export, GraphicsOptions, containsPoint, clone, clear, bounds, rotateTransform, translateTransform, setFillStyle, setStrokeStyle, GraphicsPath.
pixijs-scene-container
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.
pixijs-performance
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.