pixijs/pixijs-skillsMIT1 file

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.

Specification
Skill ID
pixijs/pixijs-skills/pixijs-scene-container
Publisher
pixijs
Repository
pixijs-skills
Installs
0
Files
1
License
MIT
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

pixijs/pixijs-skills/pixijs-scene-containerInstalls these files
  • SKILL.md

What this skill tells the agent

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, skew are ObservablePoints. Assigning scale = 2 is valid and sets both axes.
  • rotation is radians; angle is degrees; they are aliases that stay in sync.
  • pivot sets the point in local space that maps to position in parent space; changing it both moves and rotates the container.
  • alpha and tint multiply down through children. blendMode applies to this container's draw instructions.
  • visible = false skips rendering and transform updates. renderable = false skips rendering but still updates transforms (use when you need getBounds() 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();

More from pixijs

Use this skill in a project

Open any RiverX project, search the Skills panel for pixijs/pixijs-skills/pixijs-scene-container, and install it in one click.

Use this skill