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pixijs/pixijs-skills118 installs

pixijs-3d

Use this skill whenever writing or editing code that uses PixiJS 3D (@pixi/3d): scenes, View3D, Mesh3D, Model3D, lights, shadows, cameras, OrbitCamera, FPSCamera, materials, Material3D, textures, glTF models and animation, BatchedMesh3D instancing, picking and pointer events, post-processing (bloom, SSAO), particles, render to texture, ContainerTexture, custom shader bits, 2D HUD over 3D, Sprite3D billboards, tone mapping and HDR environments, scene graph and transforms (local and world space, reparenting, bounds), vector and quaternion math (Vector3, Quaternion, Matrix4, slerp, Box, Ray, Plane, Frustum), porting a Three.js app. Read it before writing any @pixi/3d code: the API is new and differs from Three.js and from pixi3d, an older, unrelated npm package. Triggers on: @pixi/3d, pixi 3d, PixiJS 3D, View3D, Mesh3D, Model3D, Camera3D, Container3D, 3D scene in pixi, port or convert from Three.js.

How do I install this agent skill?

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-3d
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    This skill provides a comprehensive guide and code recipes for the PixiJS 3D extension (@pixi/3d). All external resources, including asset downloads and documentation links, refer to the author's official domains or industry-standard repositories, presenting no security risks.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

PixiJS 3D (@pixi/3d) is PixiJS's 3D extension. A View3D is an ordinary 2D display object on the Pixi stage that renders a 3D scene into its rectangle, so 3D and 2D mix freely. The scene hangs from view.root, the view owns its camera, lights are nodes in the scene, and the Pixi application ticker is the frame loop.

This file gives you the mental model, a complete starting app, and the conventions that catch people. The references/ folder has one complete, runnable recipe per job; open the one you need.

For a signature or option this skill doesn't cover, fetch the class's API page: https://3d.pixijs.download/release/docs/<module>.<Class>.html.md (scene.View3D, materials.Material3D, extras_camera.OrbitCamera, maths.Vector3). To find a class's module, or a guide on a topic, look it up in https://3d.pixijs.download/release/docs/llms.txt.

Quick Start

A lit scene with shadows, two primitives, a loaded model and mouse orbit controls. Complete src/main.ts for a Vite + TypeScript app with pixi.js and @pixi/3d installed.

import {
  CubeGeometry,
  DirectionalLight,
  Material3D,
  Mesh3D,
  Model3D,
  PlaneGeometry,
  SphereGeometry,
  View3D,
} from '@pixi/3d';
import type { Scene3DSource } from '@pixi/3d';
import { OrbitCamera } from '@pixi/3d/extras';
import { Application, Assets } from 'pixi.js';

const app = new Application();
await app.init({ resizeTo: window, backgroundColor: 0x87b7e6, antialias: true });
document.body.appendChild(app.canvas);

// A View3D is a 2D display object that renders a 3D scene into its rectangle.
const view = new View3D({
  autoResize: true,
  shadowQuality: 'medium',
  environment: { skyColor: 0xbcd4f0, groundColor: 0x6b6250, intensity: 0.7 }, // hemisphere fill light
});
app.stage.addChild(view);

// Lights are nodes under view.root. Lights and cameras face their local -Z axis.
const sun = new DirectionalLight({ color: 0xfff2dc, intensity: 3, castShadow: true });
sun.rotation.set(-Math.PI / 4, Math.PI / 6, 0);
view.root.addChild(sun);

// PlaneGeometry lies in XY with a +Z normal: rotate it -90° around X to make a floor.
const ground = new Mesh3D({
  geometry: new PlaneGeometry({ width: 30, height: 30 }),
  material: new Material3D({ baseColor: 0x7f8f6a, roughness: 0.95, metallic: 0 }),
  rotation: { x: -Math.PI / 2, y: 0, z: 0 },
  castShadow: false,
  receiveShadow: true,
});
view.root.addChild(ground);

// Meshes take a geometry and a material. Options objects set position, rotation, scale, shadows.
view.root.addChild(
  new Mesh3D({
    geometry: new CubeGeometry({ width: 2, height: 2, depth: 2 }),
    material: new Material3D({ baseColor: 0xd9534f, roughness: 0.6, metallic: 0 }),
    position: { x: -3, y: 1, z: 0 },
  }),
  new Mesh3D({
    geometry: new SphereGeometry({ radius: 1.2 }),
    material: new Material3D({ baseColor: 0x4a90d9, roughness: 0.3, metallic: 0.2 }),
    position: { x: 3, y: 1.2, z: 0 },
  }),
);

// Models: load a glTF/GLB with Assets, then wrap the source in a Model3D.
const source = await Assets.load<Scene3DSource>('/assets/models/Duck.glb');
// The file's own node transforms set its size (this duck is about 1.6 units); read duck.getLocalBounds() before scaling.
const duck = new Model3D({ source, position: { x: 0, y: 0, z: 3 } });
view.root.addChild(duck);

// The view owns its camera. OrbitCamera (extras) drives it from the mouse.
view.camera.position.set(0, 5, 12);
view.camera.lookAt({ x: 0, y: 1, z: 0 });
new OrbitCamera({ view, enableDamping: true });

// Per-frame work goes on the application ticker.
app.ticker.add((ticker) => {
  duck.rotation.y += 0.01 * ticker.deltaTime;
});

Conventions

  • Scene graph. Everything 3D goes under view.root (a Container3D); a mesh on app.stage does nothing useful. Nodes have position, rotation (Euler radians), quaternion, scale, visible, lookAt(point), addChild, traverse(callback) over a subtree, and bounds via getLocalBounds().
  • Options objects. Constructors take one options object: new Mesh3D({ geometry, material, position: { x, y, z }, castShadow, parent: view.root }). The same values are plain properties afterwards (mesh.position.set(x, y, z)).
  • Camera. view.camera is a Camera3D: fov is the vertical field of view in degrees (default 60), near 0.1, far 1000, mode 'perspective' or 'orthographic' with orthographicSize (half the view's width in world units, default 5). Aim it with position.set(...) and lookAt(point).
  • Facing. Cameras and lights look down their local -Z; meshes and glTF models face +Z. A DirectionalLight is aimed by its rotation (or lookAt), not a target.
  • Planes. PlaneGeometry lies in the XY plane with a +Z normal. For a floor, rotate it -π/2 around X.
  • Primitive options. CubeGeometry({ width, height, depth }), SphereGeometry({ radius }), CylinderGeometry({ radiusTop, radiusBottom, height }) (no radius), ConeGeometry({ radius, height }), CapsuleGeometry({ radius, height }) (height includes the caps), TorusGeometry({ radius, tube }) (lies in XZ), PlaneGeometry({ width, height }), IcosahedronGeometry({ radius, detail }). Each also takes segment counts.
  • Lighting. DirectionalLight, PointLight, SpotLight, AmbientLight are nodes. Soft fill comes from the view's environment: { skyColor, groundColor, intensity } for a hemisphere, or a CubeTexture (.cubemap or .hdr via Assets.load) for image-based lighting. Shadows: castShadow on the light, castShadow / receiveShadow on meshes, shadowQuality ('low' | 'medium' | 'high' | 'ultra') on the view.
  • Materials. Material3D is physically based (baseColor, metallic, roughness, baseColorTexture, alphaMode, alpha); glow is an opt-in group, emissive: { color, strength }, never a plain colour. FlatMaterial is unlit. Custom looks come from shader bits in extraBits, not a ShaderMaterial class. material.clone(options) copies a material with options changed or bits added.
  • Models. Assets.load<Scene3DSource>(url) then new Model3D({ source }). Animation clips play through model.player. Models from one source share its materials; model.materials gives one model its own.
  • Extras. OrbitCamera, FPSCamera, ParticleSystem3D, BloomEffect, SsaoEffect, TiltShiftEffect, MotionBlurEffect, TintEffect, FxaaEffect, ToonMaterial, PortalPass, PortalMaterial, dissolveBit live in @pixi/3d/extras.
  • Many copies. BatchedMesh3D draws thousands of instances in one call (setMatrixAt, setInstanceDataAt). Separate Mesh3D nodes batch into instanced draws on their own when they share a geometry, the same kind of material and the same texture sources: the frames of one sprite sheet count as one source, so Sprite3Ds or textured meshes showing different frames of one sheet still draw together. Pack one effect's images into one sheet.
  • 2D over 3D. HUD text, buttons and sprites are ordinary Pixi objects added to the stage after the view. view.worldToScreen(point) places a 2D label at a 3D position; it always draws over the 3D. For a picture inside the scene that walls can hide, use new Sprite3D({ texture, height, billboardMode, parent: view.root }).
  • The app around it is pixi.js. Application and await app.init, Assets, Text, pointer events and the ticker are pixi.js v8; when the pixijs skill is installed, use it for those.
  • Renderers. app.init uses WebGL unless you pass preference: 'webgpu'; nothing else in your code changes. MSAA is app.init({ antialias: true }); View3D has no antialias option.
  • No enums. Options like shadowQuality, alphaMode and mode are string literals. There is no LightType or ShadowQuality enum.

Pitfalls that fail silently

Each line is the fix; its link owns the rule. These run without errors and draw or behave wrongly. Check the groups for what you built.

Scene graph and math

  • lookAt, reparentChild and loaded glTF nodes set quaternion, and a node turns by whichever of rotation or quaternion was written last: on those nodes rotation.y += x replaces the real turn, so turn them with quaternion.multiply(q). scene-graph
  • addChild keeps a node's local numbers, so it jumps to the same offset under its new parent; reparentChild keeps its place in the world. scene-graph
  • view.root holds the camera: clearing or hiding view.root makes rendering throw. Put level content under its own Container3D and clear that. scene-graph
  • getLocalBounds() is in the node's own space and leaves out hidden children: for a world box use getLocalBounds().applyMatrix4(node.getGlobalTransform()). math
  • Vector3 math works in place (a.add(b) changes a; pass an out to keep it) and uses subtract, multiplyScalar, magnitude and copyFrom. A node's position is live, so copy what you keep. math
  • A ground plane at height h is new Plane(new Vector3(0, 1, 0), -h) (note the minus), or setFromNormalAndCoplanarPoint. math

Light and colour

  • Views default to toneMapping: 'none', where lit colour clips above 1: set toneMapping: 'aces' for strong lights, HDR environments or bloom. environment-and-sky
  • Porting from Three.js: a HemisphereLight(sky, ground, i) becomes environment: { skyColor, groundColor, intensity: i / Math.PI }; directional, point, spot and ambient intensities port 1:1. from-threejs
  • Direct lights and AmbientLight are divided by π and the hemisphere is not: a sun near 3 and a hemisphere near 0.7 light baseColor fully, and an AmbientLight of 0.2 is barely visible. scene-and-lighting
  • Vertex colours are linear light: convert sRGB picks with srgbToLinear, or mid tones come out pale. geometry
  • A view shades 32 lights and 16 shadow maps; past 256 casters the sun's shadow box is measured once, so call sun.fitShadowBounds() after the scene changes. scene-and-lighting

Surfaces

  • alphaMode defaults to 'opaque', which ignores alpha and texture alpha (transparent PNG texels draw black): set 'blend' or 'mask'. materials
  • A 'mask' cut-out, or a shader bit that moves or discards vertices (dissolveBit), still casts the whole undisplaced shadow and outline: give it castShadow: false and material.disablePass('outline') if that shows. materials, custom-shaders
  • Images show upside down on PlaneGeometry unless flipV: true, and on CubeGeometry faces unless the material has uvTransform: new Matrix(1, 0, 0, -1, 0, 1) (Matrix from pixi.js). from-threejs
  • A ContainerTexture on an opaque material draws black where the 2D is transparent: add a backdrop, clearColor, or alphaMode: 'blend'. render-to-texture

Models and animation

  • A glTF file's own node transforms already size it and stand it Y-up facing +Z: read getLocalBounds() before scaling and add no fix-up rotation. models-and-animation
  • A loaded model draws its source's materials, so a write to one changes every model from that file: give one model copies with model.materials = (m) => m.clone(), and build a changed loaded material with clone(options), not new Material3D, which drops its textures. models-and-animation
  • Most bones aren't scene nodes, so getChildByLabel('Hand', true) returns null: use model.skeletons[0]. models-and-animation
  • Write into mesh.weights; assigning a new array disconnects it from the clips that animate it. models-and-animation
  • A Mesh3D with no geometry or material draws nothing and raises no error. geometry

Input and cameras

  • OrbitCamera, FPSCamera, ParticleSystem3D and a model's animation player update themselves on Ticker.shared, not app.ticker, so their step can land after your frame's code or a frame late: pass autoUpdate: false and call update(ticker) from your app.ticker callback when order matters (orbit.update() returns true when the camera moved). cameras

  • 3D nodes default to eventMode: 'passive': set 'static' (also a Mesh3D option) or nothing picks. pointertap fires for every mouse button, so check e.button. picking-and-input

  • A full-screen view hit-tests its whole rectangle, so it blocks clicks to 2D objects behind it: put interactive 2D above the view or set view.hitArea. 2d-and-3d-together

  • OrbitCamera.enabled = false only stops input; update() keeps re-aiming the camera, so also set autoUpdate = false (or destroy()) before moving the camera yourself. cameras

  • FPSCamera walking follows the pitch, so looking down sinks the camera: re-pin position.y after update() for a ground walker. cameras

Effects and render to texture

  • BloomEffect's threshold is 1 in linear light: make glowing things emissive with strength above 1; a threshold near 0.5 blooms every lit surface. MSAA carries through effects, so add FxaaEffect only without antialias. post-processing
  • A camera feed shown on a mesh under a filmic curve ('aces') goes through the curve twice and looks washed out; format: 'rgba16float' is the documented fix with bloom-style effects, but on a FlatMaterial monitor it currently draws too dark, so compare the screen with the scene by eye, or show the feed in a 2D Sprite. Make feeds with antialias: true or their edges are jagged. render-to-texture
  • Toggle effects with enabled; adding the first or removing the last pre-curve effect recompiles every material. post-processing

Particles

  • ParticleContainer3D shows nothing until upload() after setParticleAt. particles

Current library limitations (workarounds until they're fixed)

  • A glTF mesh without normals (Fox.glb is one) lights as if every face pointed +Z, black when it turns away: rebuild flat normals with getAttributeData. from-threejs
  • SphereGeometry maps images mirrored left to right: uvTransform: new Matrix(-1, 0, 0, 1, 1, 0) plus rotation.y = Math.PI fixes it. from-threejs
  • A Sprite3D created with no position, scale or anchor draws 1×1 units instead of its texture size until one of them changes: always pass a position. 2d-and-3d-together

Which reference to open

jobfile
scene graph: parent and child, transforms, rotation vs quaternion, lookAt, local and world space, find by label, reparent, bounds and size, visibility, scene events, destroyreferences/scene-graph.md
vectors, quaternions, matrices, smooth turning, boxes, spheres, rays, planes, frustum tests, spherical orbitsreferences/math.md
scene, ground, sun, point and spot lights, shadowsreferences/scene-and-lighting.md
load a glTF, frame it, play and cross-fade clips, one model's own materials, dissolve, bones, morph targetsreferences/models-and-animation.md
PBR, unlit, toon, emissive, transparency, texturesreferences/materials.md
built-in geometries, custom vertex data, terrain, lines and pointsreferences/geometry.md
thousands of instances, per-instance data, batching, LODreferences/instancing.md
click, hover, drag, raycast, screen-to-world, keyboardreferences/picking-and-input.md
camera control, orbit, first-person, orthographic, clipping, followreferences/cameras.md
skybox, cubemaps, HDR (.hdr), image-based lighting, fog, tone mappingreferences/environment-and-sky.md
bloom, SSAO, tilt-shift, motion blur, FXAA, effect order, scene resolutionreferences/post-processing.md
emitters, bursts, hand-driven particlesreferences/particles.md
second camera to a texture, live 2D on a surface, portalsreferences/render-to-texture.md
HUD, labels, Sprite3D billboards, 2D filters and masks, several views, resolutionreferences/2d-and-3d-together.md
shader bits, custom material effectsreferences/custom-shaders.md
port a Three.js app: paired program, differences that change the picture, full name tablesreferences/from-threejs.md

If you know Three.js or the unrelated pixi3d package

you may reach foruse here
Scene, renderer.renderView3D on app.stage; Pixi renders it
renderer.setAnimationLoopapp.ticker.add
PerspectiveCamera, OrthographicCameraview.camera; camera.mode = 'orthographic' + orthographicSize
OrbitControls, CameraOrbitControlOrbitCamera (extras)
Mesh(geometry, material), Mesh3D.createCube()new Mesh3D({ geometry: new CubeGeometry(), material })
MeshStandardMaterial, StandardMaterialMaterial3D
MeshBasicMaterialFlatMaterial
ShaderMateriala ShaderBit in extraBits
HemisphereLight, LightingEnvironment, ImageBasedLightingthe view's environment
ShadowCastingLightcastShadow: true on a light
GLTFLoader, Model.fromAssets.load<Scene3DSource> + new Model3D({ source })
AnimationMixermodel.player
InstancedMeshBatchedMesh3D
Raycasterpointer events on meshes, or view.raycast
Box3node.getLocalBounds()
EffectComposerview.passes with effects from extras
CSS2DRendererPixi Text on the stage + worldToScreen

Every other Three.js name, and the behaviour that differs after a rename, is in references/from-threejs.md.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/pixijs/pixijs-skills/pixijs-3d">View pixijs-3d on skillZs</a>