Pixijs Create

by pixijs83760c6f5346MIT346 starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 7 days ago

Use this skill when scaffolding a new PixiJS v8 project with the create-pixi CLI or adding PixiJS to an existing project. Covers npm/yarn/pnpm/bun create commands, interactive vs non-interactive flows, bundler vs creation template categories, available template presets (bundler-vite, bundler-webpack, bundler-esbuild, bundler-import-map, creation-web, framework-react, extension-default), Node version requirements, `npm install pixi.js` for existing projects, TypeScript 5/6/7 tsconfig setup (moduleResolution, @webgpu/types, @types/web), post-scaffold dev flow, and the Vite top-level-await production-build gotcha. Triggers on: create pixi.js, npm create, npm install pixi.js, scaffold, template, bundler-vite, bundler-webpack, creation-web, framework-react, new project, existing project, getting started, quick start, TypeScript, tsconfig, moduleResolution, @webgpu/types, @types/web, Cannot find name GPUTextureUsage.

Instructions onlySoftware Development
AI-generated overview

Scaffolds new PixiJS v8 projects with the create-pixi CLI or adds PixiJS to existing projects.

What it does
Explains how to run the create-pixi CLI with npm, yarn, pnpm or bun, covering interactive and non-interactive flows and the available template presets such as bundler-vite, creation-web and framework-react. It also covers adding pixi.js to an existing project, post-scaffold install and dev commands, and TypeScript tsconfig setup for WebGPU types. It documents common setup mistakes, including the npm flag separator, Node version requirements, Vite top-level await in production builds, and moduleResolution settings.
When to use it
Use it when starting a new PixiJS v8 project or adding PixiJS to an existing one. It is also useful when configuring TypeScript for PixiJS WebGPU types or troubleshooting scaffold and build errors.
Requirements
Requires Node.js 18+ or 20+ and a package manager such as npm, yarn, pnpm or bun. Instructions only; no scripts are shipped. Network access is needed to run the create commands and install packages.

create pixi.js is the official CLI for scaffolding a new PixiJS v8 project. Run it with any package manager (npm, yarn, pnpm, bun) and pick a template from the interactive menu, or pass --template to skip prompts. It writes a self-contained project folder; you then cd in, install dependencies, and run the dev script.

Quick Start

Scaffold a new project with interactive prompts:

bash
npm create pixi.js@latest

Or skip prompts by passing a project name and template:

bash
npm create pixi.js@latest my-game -- --template bundler-vite

Then:

bash
cd my-gamenpm installnpm run dev

Requires Node.js 18+ or 20+. Some templates (notably creation-web and framework-react) may require a newer Node version; the package manager will warn if so.

Adding PixiJS to an existing project

If you already have a bundler, framework, or project set up, skip the CLI and install the package directly:

bash
npm install pixi.js

Then import from pixi.js and construct an Application as shown in pixijs-application. The CLI templates are a convenience for new projects; they don't add anything to the library that npm install pixi.js can't give you.

Related skills: pixijs-application (how the scaffolded new Application() + app.init() entry point works), pixijs-core-concepts (renderers and the render loop), pixijs-scene-core-concepts (scene graph fundamentals for the first things you'll add to the stage), pixijs-assets (loading textures, fonts, and bundles the template expects you to drop into public/ or src/assets/).

Core Patterns

Choose a package manager

The command is the same shape for every package manager:

bash
npm create pixi.js@latestyarn create pixi.jspnpm create pixi.jsbun create pixi.js

Under npm 7+ you must pass a -- before CLI flags so npm doesn't consume them:

bash
npm create pixi.js@latest my-game -- --template bundler-vite

Yarn, pnpm, and bun don't need the extra separator:

bash
yarn create pixi.js my-game --template bundler-vitepnpm create pixi.js my-game --template bundler-vitebun create pixi.js my-game --template bundler-vite

Use . as the project name to scaffold into the current directory.

Interactive flow

Running with no arguments walks through prompts:

  1. Project name (defaults to pixi-project).
  2. Framework / template category.
  3. Variant (TypeScript vs JavaScript where applicable).
  4. Whether to install dependencies immediately (some runners).

At the end, the CLI prints the cd + install + dev commands for the manager you invoked it with.

Non-interactive flow

Pass a project name and --template to skip all prompts. This is the form you want for scripts, CI, and quickstart docs:

bash
npm create pixi.js@latest my-game -- --template bundler-vite

Available template presets

Templates fall into two categories:

  • Bundler templates (bundler-*): generic PixiJS setup wired up with your bundler of choice. Use one of these when you want to pick your own structure.
  • Creation templates (creation-*): platform-tailored starters with extras already wired in (AssetPack, sound, UI, scene routing). Use one of these when you want batteries included.
  • Framework templates (framework-*): PixiJS embedded inside a host framework like React.
  • Extension templates (extension-*): scaffolding for building a reusable PixiJS package.

For most new projects, bundler-vite is the recommended starting point.

TemplateWhat you get
bundler-viteVite + TypeScript PixiJS project. The default first-stop template.
bundler-vite-jsVite + plain JavaScript.
bundler-webpackWebpack + TypeScript.
bundler-webpack-jsWebpack + plain JavaScript.
bundler-esbuildesbuild + TypeScript.
bundler-esbuild-jsesbuild + plain JavaScript.
bundler-import-mapNo-bundler setup using a browser import map (good for learning / demos).
creation-webPixiJS Creation Engine web template with scene-based game scaffolding, AssetPack, sound, and UI integration.
framework-reactReact + TypeScript + PixiJS via the @pixi/react package.
framework-react-jsReact + plain JavaScript + PixiJS.
extension-defaultStarter for building a reusable PixiJS extension/package.

The live list is maintained in the create-pixi repo; run npm create pixi.js@latest without arguments to see the current menu if you need to confirm.

Post-scaffold flow

Every template ships with the same three-step onboarding:

bash
cd my-gamenpm installnpm run dev

npm run dev starts the local dev server on the default port (Vite 5173, webpack 8080, etc.; the template's README has the exact number). Changes to src/ hot-reload without reloading the whole page.

Other scripts every template exposes (names may vary slightly by preset):

  • npm run build: produce a production build in dist/.
  • npm run preview / npm run serve: serve the production build locally.
  • npm run lint: run the template's configured linter if it ships one.

Scaffolding into an existing directory

Use . as the project name to write into the current working directory. The CLI refuses to run if non-empty and conflicting files exist unless you confirm the prompt.

bash
mkdir my-gamecd my-gamenpm create pixi.js@latest . -- --template bundler-vite

TypeScript setup

PixiJS supports WebGPU, so its type declarations depend on the WebGPU types. Where those come from depends on your TypeScript version.

  • TypeScript 5: no WebGPU types are built in, so PixiJS adds @webgpu/types for you. No additional setup required.
  • TypeScript 6 and 7: the WebGPU types are built into the "dom" library, but some releases leave parts out, such as GPUTextureUsage. Use @types/web, which has the full set, in place of "dom". Remove @webgpu/types from types if it's there, since it conflicts with the built-in types.
bash
npm install --save-dev @types/web
json
{  "compilerOptions": {    "lib": ["esnext"],    "types": ["@types/web"]  }}

Next steps

After npm run dev starts, the template opens on a blank or bunny-sprite scene. The usual progression is:

  1. Read pixijs-application to understand how the template's entry point constructs new Application() and calls await app.init(...), how app.stage / app.renderer / app.canvas hang together, and how the ResizePlugin and TickerPlugin behave by default.
  2. Read pixijs-core-concepts for the renderer and render-loop mental model.
  3. Read pixijs-scene-core-concepts before adding your first non-trivial scene so you know the container-vs-leaf rule upfront.
  4. Drop in textures via pixijs-assets once you're ready to load real art.

Common Mistakes

[HIGH] Missing -- separator on npm 7+

Wrong:

bash
npm create pixi.js@latest my-game --template bundler-vite

Correct:

bash
npm create pixi.js@latest my-game -- --template bundler-vite

npm 7+ consumes flags after the package spec unless you pass -- to forward them. Without the separator, the CLI ignores --template and drops back to the interactive prompt. Yarn, pnpm, and bun don't need the separator.

[MEDIUM] Running with an old Node version

PixiJS requires Node 18+ or 20+. Some templates (framework-react, creation-web) expect a newer Node for their tooling. Upgrade Node before re-running the CLI if you see an "engines" warning from your package manager.

[MEDIUM] Top-level await app.init() broken in Vite production builds

On Vite versions <=6.0.6, top-level await works in dev but breaks in production builds, so a bundler-vite project that does this at module scope will fail after npm run build:

ts
const app = new Application();await app.init({ resizeTo: window }); // broken at module top level in prod

Wrap the init in an async IIFE instead:

ts
(async () => {  const app = new Application();  await app.init({ resizeTo: window });  document.body.appendChild(app.canvas);})();

Upgrading Vite past 6.0.6 also resolves it, but the IIFE pattern is safe on every version and matches the PixiJS quick-start guide.

[HIGH] Keeping @webgpu/types in types on TypeScript 6 or 7

Wrong:

json
{  "compilerOptions": {    "types": ["@webgpu/types"]  }}

Correct: remove the "@webgpu/types" entry and keep any others.

TypeScript 6 and 7 declare the WebGPU types in their built-in "dom" library, so @webgpu/types declares them a second time. With skipLibCheck: false that produces dozens of conflicting-declaration errors inside lib.dom.d.ts and @webgpu/types. Keep it on TypeScript 5 only, where PixiJS loads it for you anyway.

[MEDIUM] Cannot find name 'GPUTextureUsage' on TypeScript 6 or 7

Up to TypeScript 6.0.3 and 7.0.2, the built-in "dom" library has no WebGPU flag constants (GPUBufferUsage, GPUColorWrite, GPUMapMode, GPUShaderStage, GPUTextureUsage), so raw WebGPU code that uses them fails with TS2552. Adding @webgpu/types back only compiles with skipLibCheck: true, because it conflicts with the built-in types. Install @types/web 0.0.352 or later, drop "dom" from lib, and add "@types/web" to types alongside any existing entries, as shown in TypeScript setup.

[MEDIUM] moduleResolution: "node" breaks subpath imports

Wrong:

json
{  "compilerOptions": {    "moduleResolution": "node"  }}

Correct:

json
{  "compilerOptions": {    "module": "esnext",    "moduleResolution": "bundler"  }}

"node" (also called "node10") ignores the exports field in the PixiJS package.json, so import 'pixi.js/advanced-blend-modes' and other subpath imports don't resolve. TypeScript 6 reports TS2882 for them and deprecates the setting (TS5107); TypeScript 7 removes it (TS5108). Use "bundler" if you use a bundler, or "nodenext" otherwise.

API Reference

Source and attribution

Source:pixijs/pixijs-skillsinskills/pixijs-createat commit83760c6

License: MIT

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