Pixijs Ticker

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

Use this skill when running per-frame logic or controlling the PixiJS v8 render loop. Covers Ticker.add/addOnce/remove, deltaTime vs deltaMS vs elapsedMS, UPDATE_PRIORITY ordering, maxFPS/minFPS capping, speed scaling, Ticker.shared vs new instances, per-object onRender hook, manual rendering. Triggers on: Ticker, UPDATE_PRIORITY, deltaTime, deltaMS, elapsedMS, onRender, app.ticker, maxFPS, minFPS, Ticker.shared.

Instructions onlySoftware Development
AI-generated overview

Guides PixiJS v8 render-loop control with the Ticker: callbacks, delta timing, priorities, FPS caps and manual rendering.

What it does
Explains how to register and remove per-frame callbacks on the PixiJS v8 Ticker, including add, addOnce, remove and context binding. Documents the timing values deltaTime, deltaMS and elapsedMS, UPDATE_PRIORITY ordering, maxFPS and minFPS capping, speed scaling, Ticker.shared versus new instances, the per-object onRender hook, and manual rendering. Also lists common mistakes such as treating deltaTime as milliseconds or using the removed updateTransform.
When to use it
Use when writing per-frame logic in a PixiJS v8 application or controlling its render loop. Relevant for questions about Ticker callbacks, delta timing, update priorities, frame-rate capping or manual rendering.
Requirements
Requires a PixiJS v8 project; no scripts or credentials are included, and the document is instructions only.

app.ticker runs registered callbacks every frame and drives app.render() at UPDATE_PRIORITY.LOW. Each callback receives the Ticker instance; read deltaTime as a frame-rate-independent multiplier (≈1.0 at 60fps) or deltaMS for real-time calculations.

Quick Start

ts
app.ticker.add((ticker) => {  sprite.rotation += 0.01 * ticker.deltaTime;  sprite.x += (200 / 1000) * ticker.deltaMS;});
app.ticker.add(  (ticker) => {    updatePhysics(ticker.deltaMS);  },  undefined,  UPDATE_PRIORITY.HIGH,);
app.ticker.maxFPS = 30;app.ticker.speed = 0.5;
sprite.onRender = () => {  sprite.scale.x = Math.sin(performance.now() / 500);};

Related skills: pixijs-application (Application setup and sharedTicker option), pixijs-performance (frame rate optimization), pixijs-migration-v8 (v7 ticker signature changes).

Core Patterns

Time units

The Ticker exposes three timing values, each for different use cases:

PropertyTypeScaled by speed?Capped by minFPS?Use case
deltaTimedimensionless (~1.0 at 60fps)yesyesFrame-rate-independent animation multipliers
deltaMSmillisecondsyesyesTime-based calculations (pixels/sec)
elapsedMSmillisecondsnonoRaw measurement, profiling
ts
import { Application } from "pixi.js";
const app = new Application();await app.init({ width: 800, height: 600 });
app.ticker.add((ticker) => {  // deltaTime: dimensionless scalar, ~1.0 at 60fps  sprite.rotation += 0.1 * ticker.deltaTime;
  // deltaMS: real milliseconds (speed-scaled, capped)  sprite.x += (200 / 1000) * ticker.deltaMS; // 200 pixels per second
  // elapsedMS: raw milliseconds (no scaling, no cap)  console.log(`Raw frame time: ${ticker.elapsedMS}ms`);});

Tension note: deltaTime is not milliseconds. It is deltaMS * Ticker.targetFPMS where targetFPMS is 0.06 (i.e. 1/16.67). At exactly 60fps, deltaTime is 1.0. At 30fps, deltaTime is 2.0. This catches people who treat it as a time value.

Priority ordering and context binding

ts
import { Application, UPDATE_PRIORITY } from "pixi.js";
const app = new Application();await app.init({ width: 800, height: 600 });
// INTERACTION (50) > HIGH (25) > NORMAL (0) > LOW (-25) > UTILITY (-50)// app.render() is registered at LOW by the TickerPlugin
app.ticker.add(  (ticker) => {    // Physics runs before normal-priority callbacks    updatePhysics(ticker.deltaMS);  },  undefined,  UPDATE_PRIORITY.HIGH,);
app.ticker.add((ticker) => {  // Default priority (NORMAL = 0), runs after HIGH but before render  updateAnimations(ticker.deltaTime);});
// Pass `this` as the second argument to preserve context on class methodsclass GameSystem {  public speed = 5;  public position = 0;
  public update(ticker: Ticker): void {    this.position += this.speed * ticker.deltaTime;  }}
const system = new GameSystem();app.ticker.add(system.update, system);app.ticker.remove(system.update, system); // must match both fn and context

Frame rate capping

ts
import { Ticker } from "pixi.js";
const ticker = new Ticker();
ticker.maxFPS = 30; // Cap at 30fps (skips frames to maintain interval)ticker.minFPS = 10; // Cap deltaTime so it never exceeds 10fps worth
// If maxFPS < minFPS, minFPS is lowered to match// If minFPS > maxFPS, maxFPS is raised to match

maxFPS skips update calls to enforce a ceiling. minFPS caps deltaTime/deltaMS so large frame drops don't produce enormous deltas (default minFPS is 10).

Per-object onRender hook

ts
import { Sprite, Assets, Application } from "pixi.js";
const app = new Application();await app.init({ width: 800, height: 600 });
const texture = await Assets.load("bunny.png");const sprite = new Sprite(texture);app.stage.addChild(sprite);
sprite.onRender = (renderer) => {  sprite.rotation += 0.01;};

onRender is called during scene graph traversal, before GPU rendering. It is an alternative to a global ticker callback when logic is tied to a specific display object.

Ticker.shared, Ticker.system, and new Ticker

ts
import { Ticker, UPDATE_PRIORITY } from "pixi.js";
// Ticker.shared: singleton, autoStart=true, protected from destroy()const shared = Ticker.shared;
// Ticker.system: separate instance used by engine background tasks,// independent of the main scene ticker. It's a plain Ticker instance// (autoStart=true, _protected=true) with no intrinsic priority; listeners// are typically added at UTILITY priority by convention.const system = Ticker.system;
// new Ticker(): custom instance, autoStart=false, you manage the lifecycleconst custom = new Ticker();custom.autoStart = true; // start when first listener is addedcustom.add((ticker) => {  console.log(ticker.deltaMS);});
// One-shot callback that auto-removes after firingcustom.addOnce(() => console.log("fires once"), null, UPDATE_PRIORITY.NORMAL);
// When done:custom.stop();custom.destroy();

Application creates its own Ticker by default. Set sharedTicker: true in app.init() to use Ticker.shared instead. Ticker.shared and Ticker.system are both _protected and will not actually be destroyed if you call destroy() on them. Read ticker.FPS for the measured frame rate and ticker.count for the current listener count.

App lifecycle and manual rendering

ts
import { Application } from "pixi.js";
const app = new Application();await app.init({ autoStart: false });
// Pause and resume the built-in render loop at any time.app.start();app.stop();
// Or drive the loop yourself (headless, visibility-gated, fixed timestep, etc.)function animate() {  app.ticker.update(); // fires registered callbacks  app.render(); // renders the stage  requestAnimationFrame(animate);}animate();

app.start() and app.stop() are added by the TickerPlugin and map to ticker.start() / ticker.stop(). Use autoStart: false plus your own frame driver when you need to pause on tab blur, run a fixed-timestep loop, or render offscreen.

Speed scaling

ts
import { Application } from "pixi.js";
const app = new Application();await app.init({ width: 800, height: 600 });
app.ticker.speed = 0.5; // Half speed (slow motion)app.ticker.speed = 2.0; // Double speed
// speed affects deltaTime and deltaMS, but NOT elapsedMS

Common Mistakes

[CRITICAL] Ticker callback expects delta as first argument

Wrong:

ts
app.ticker.add((dt) => {  bunny.rotation += dt;});

Correct:

ts
app.ticker.add((ticker) => {  bunny.rotation += ticker.deltaTime;});

v8 passes the Ticker instance as the callback argument, not a delta number. The v7 pattern (dt) => ... compiles but dt is the entire Ticker object, so arithmetic on it produces NaN.

[HIGH] Using updateTransform for per-frame logic

Wrong:

ts
class MySprite extends Sprite {  updateTransform() {    super.updateTransform();    this.rotation += 0.01;  }}

Correct:

ts
class MySprite extends Sprite {  constructor() {    super();    this.onRender = this._onRender.bind(this);  }  private _onRender() {    this.rotation += 0.01;  }}

updateTransform was removed in v8. Use the onRender callback for per-object per-frame logic.

[MEDIUM] Treating deltaTime as milliseconds

Wrong:

ts
app.ticker.add((ticker) => {  // Tries to move 100px/sec but deltaTime is ~1.0, not ~16.67  sprite.x += (100 * ticker.deltaTime) / 1000;});

Correct:

ts
app.ticker.add((ticker) => {  // Using deltaMS for time-based movement  sprite.x += (100 / 1000) * ticker.deltaMS;  // Or using deltaTime as a frame-rate multiplier  sprite.x += 1.5 * ticker.deltaTime;});

deltaTime is a dimensionless scalar (~1.0 at 60fps), not milliseconds. Use deltaMS for real time calculations. Use deltaTime as a simple multiplier when you want "per frame at 60fps" behavior.

API Reference

Source and attribution

Source:pixijs/pixijs-skillsinskills/pixijs-tickerat commit83760c6

License: MIT

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