How to install pixijs-scene-text
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-textFull instructions (SKILL.md)
Source of truth, from pixijs/pixijs-skills.
name: pixijs-scene-text description: "Use this skill when rendering text in PixiJS v8. Covers Text for canvas-quality styled labels, BitmapText for cheap per-frame updates via glyph atlas, HTMLText for HTML/CSS markup via SVG, SplitText and SplitBitmapText for per-character animation, TextStyle, tagStyles, constructor options, TextOptions, HTMLTextOptions, BitmapText, SplitTextOptions, SplitBitmapTextOptions. Triggers on: Text, BitmapText, HTMLText, SplitText, SplitBitmapText, TextStyle, HTMLTextStyle, BitmapFont.install, tagStyles, fontFamily, wordWrap." license: MIT
PixiJS has five text-rendering classes that cover different trade-offs between styling, performance, and animation. Text renders to a canvas for full CSS-style fidelity. BitmapText reads from a pre-generated atlas for cheap updates. HTMLText renders an HTML fragment via SVG <foreignObject> for rich markup. SplitText and SplitBitmapText wrap the first two classes and expose per-character, per-word, and per-line containers for animation.
Assumes familiarity with pixijs-scene-core-concepts. All text classes are leaf nodes; they cannot have children. Wrap multiple text instances in a Container to group them.
Quick Start
const text = new Text({
text: "Hello PixiJS",
style: {
fontFamily: "Arial",
fontSize: 36,
fill: 0xffffff,
stroke: { color: 0x4a1850, width: 5 },
dropShadow: { color: 0x000000, blur: 4, distance: 6 },
},
});
text.anchor.set(0.5);
text.x = app.screen.width / 2;
text.y = 40;
app.stage.addChild(text);
All text classes use options-object constructors; positional (string, style) from v7 is not supported.
Related skills: pixijs-scene-core-concepts (leaves, transforms), pixijs-assets (font loading), pixijs-performance (BitmapText tradeoffs), pixijs-color (FillInput for fill/stroke), pixijs-scene-graphics (gradients and patterns reused via FillInput).
Variants
| Variant | Use when | Trade-offs | Reference |
|---|---|---|---|
Text | High-quality static or infrequent-update labels | Expensive to update (canvas re-draw + GPU upload) | references/text.md |
BitmapText | Scores, timers, gameplay labels, anything that changes every frame | Limited styling; fixed glyph atlas; requires MSDF for crisp scaling | references/bitmap-text.md |
HTMLText | Rich formatted text, mixed styles, real HTML tags | Async rendering (one frame delay); similar update cost to Text | references/html-text.md |
SplitText | Per-character animation with rich styling | Each char is a full Text; expensive for long strings | references/split-text.md |
SplitBitmapText | Per-character animation on long strings or dynamic content | Inherits BitmapText limitations (glyph atlas, no MSDF-free crispness) | references/split-bitmap-text.md |
When to use what
- "I need a styled static label" →
Text. Use for titles, menus, dialog, error messages. Seereferences/text.md. - "I need a score or timer that updates every frame" →
BitmapText. Updates only reposition quads; no canvas re-draw. Seereferences/bitmap-text.md. - "I need mixed formatting with
<b>,<i>,<br>" →HTMLText. Real HTML/CSS rendering via SVG. Seereferences/html-text.md. - "I need inline colored tags like
<red>Warning:</red>" →TextorHTMLTextwithtagStyles. Both support it. - "I need to animate each character individually" →
SplitTextfor short strings,SplitBitmapTextfor long strings or many instances. Seereferences/split-text.md/references/split-bitmap-text.md. - "I need CJK / Arabic / emoji-heavy text" →
TextorHTMLText.BitmapTextfails because the glyph set is too large for a single atlas. - "I need a custom font" → Load via
Assets.load({ src: 'font.woff2', data: { family: 'MyFont' } })first, then setstyle.fontFamily: 'MyFont'. Works forTextandHTMLText.
Update cost comparison
| Update trigger | Text | BitmapText | HTMLText | SplitText | SplitBitmapText |
|---|---|---|---|---|---|
Changing .text | High | Very low | High | Very high (N text re-renders) | Low (N quad repositions) |
Changing .style | High | Medium | High | Very high | Medium |
Moving (.x, .y) | Free | Free | Free | Free | Free |
| Rotating / scaling | Free | Free | Free | Free | Free |
"Free" = normal Container transform cost. "High" = new canvas draw + GPU upload. "Very low" = quad reposition only. Update strings that change per-frame only on BitmapText or SplitBitmapText.
Quick concepts
- Options-object constructors. Every v8 text class uses
new Text({ text, style, ... }). The v7(string, style)form is removed. tagStyles.TextandHTMLTextsupport per-tag styling viastyle.tagStyles. Tags are only parsed whentagStyleshas entries; otherwise<is treated literally.BitmapFont.install. Pre-generates an atlas before you create anyBitmapText. Without install, the firstBitmapTextwith a newfontFamilygenerates the atlas lazily.- MSDF fonts. Multi-channel Signed Distance Field fonts stay sharp at any size. Generate with external tools (e.g., msdf-bmfont), load via
Assets.load('font.fnt'). Requiresimport 'pixi.js/text-bitmap'in custom builds.
Common Mistakes
[HIGH] Updating Text.text every frame
Wrong:
app.ticker.add(() => {
scoreText.text = `Score: ${score}`;
});
Correct:
const scoreText = new BitmapText({ text: "Score: 0", style });
app.ticker.add(() => {
scoreText.text = `Score: ${score}`;
});
Every Text update re-rasterizes the whole string. Use BitmapText for any value that changes per-frame.
[HIGH] Positional constructor args
Wrong:
const text = new Text("Hello", { fontSize: 24 });
Correct:
const text = new Text({ text: "Hello", style: { fontSize: 24 } });
v8 removed the (string, style) form. All text classes use options objects.
[HIGH] Not importing pixi.js/text-bitmap in custom builds
Under skipExtensionImports: true or aggressive tree-shaking, Assets.load('font.fnt') silently returns raw data unless you add import 'pixi.js/text-bitmap'. The standard import { ... } from 'pixi.js' bundle includes the extension.
[MEDIUM] Adding children to a text instance
Every text class sets allowChildren = false. Wrap in a Container to group text with other content.
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.