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 detection, per-asset data options, and forcing a specific loader with the parser field (for extension-less URLs). Triggers on: Assets, Assets.load, Assets.init, loadBundle, manifest, backgroundLoad, Spritesheet, Cache, LoadOptions, unload, parser, loadParser, loadWebFont, loadBitmapFont, loadVideoTextures, GifSource, VideoSourceOptions.
What this skill does
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
```ts
await Assets.init({ basePath: "/static/" });
const texture = await Assets.load("bunny.png");
const sprite = new Sprite(texture);
app.stage.addChild(sprite);
const [hero, enemy] = await Assets.load(["hero.png", "enemy.png"]);
await Assets.load({
alias: "logo",
src: "logo.webp",
});
const logo = new Sprite(Assets.get("logo"));
```
`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:
```ts
// Signed CDN URL with no extension
const texture = await Assets.load({
src: "https://cdn.example.com/signed/abc123?token=xyz",
parser: "texture",
});
// API endpoint that returns JSON
const data = await Assets.load({
alias: "config",
src: "https://api.example.com/v1/config",
parser: "json",
});
// Extension-less font URL with explicit family
await Assets.load({
src: "https://cdn.example.com/fonts/hero-v2",
parser: "web-font",
data: { family: "Hero", weights: ["400", "700"] },
});
// Video stream without a file extension
const clipTexture = await Assets.load({
src: "https://cdn.example.com/stream/xyz",
parser: "video",
data: { mime: "video/mp4", muted: true, playsinline: true },
});
```
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.
```ts
// Old (deprecated)
await Assets.load({ src: "...", loadParser: "loadTextures" });
// New
await Assets.load({ src: "...", parser: "texture" });
```
## 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.Related in Image & Video
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