| name | pixijs-assets |
| description | 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. |
| license | MIT |
| disable-model-invocation | true |
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
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:
const texture = await Assets.load({
src: "https://cdn.example.com/signed/abc123?token=xyz",
parser: "texture",
});
const data = await Assets.load({
alias: "config",
src: "https://api.example.com/v1/config",
parser: "json",
});
await Assets.load({
src: "https://cdn.example.com/fonts/hero-v2",
parser: "web-font",
data: { family: "Hero", weights: ["400", "700"] },
});
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.
await Assets.load({ src: "...", loadParser: "loadTextures" });
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 | Loading sprite sheets with AnimatedSprite |
| Video textures | references/video.md | .mp4, .webm, autoplay, looping, mobile |
| Web and bitmap fonts | references/fonts.md | .woff2, .fnt, font families, SDF fonts |
| Animated GIFs | references/gif.md | .gif, GifSprite, playback control |
| Grouping assets by feature | references/bundles.md | addBundle, loadBundle, unloadBundle |
| Declaring everything upfront | references/manifests.md | Assets.init({ manifest }) workflows |
| Cache lookups and cleanup | references/caching.md | Assets.get, Assets.unload, Cache |
| Priming future assets | references/background.md | backgroundLoad, backgroundLoadBundle |
| Loading screens | references/progress.md | onProgress, LoadOptions progress |
| GPU-compressed formats | references/compressed-textures.md | .ktx2, .basis, .dds, .ktx |
| Vector vs raster SVG | references/svg.md | parseAsGraphicsContext, texture mode |
| Retina + format detection | references/resolution.md | @{1,2}x, format preferences |
Decision guide
- Need to load a single image? Use
Assets.load(url). No setup required.
- Loading many assets grouped by level/scene? Use a bundle. See
references/bundles.md.
- Know all assets at build time? Use a manifest in
Assets.init. See references/manifests.md.
- Need a loading bar? Pass a progress callback to
Assets.load. See references/progress.md.
- Smooth transitions between levels? Background-load the next level. See
references/background.md.
- Memory budget matters? Use compressed textures and
Assets.unload between screens. See references/compressed-textures.md and references/caching.md.
- Need crisp SVG icons at any size? Load as Graphics, not texture. See
references/svg.md.
- Retina + WebP/AVIF? Configure
texturePreference and use format patterns. See references/resolution.md.
Load options and error handling
There are two separate "options" concepts when loading assets:
LoadOptions: the second argument to Assets.load/loadBundle. Controls error recovery, retries, progress, and completion callbacks across a whole load.
data: a field on each asset descriptor. Forwards parser-specific options (scale mode, resolution, font family, autoplay flags, etc.) to the specific loader for that asset.
LoadOptions (per call)
await Assets.load(["hero.png", "enemy.png"], {
onProgress: (p) => updateBar(p),
onError: (err, url) => {
const src = typeof url === "string" ? url : url.src;
console.warn("failed:", src, err);
},
strategy: "retry",
retryCount: 3,
retryDelay: 250,
});
onProgress(progress): [0, 1] as assets in the call complete.
onError(error, url): url is string | ResolvedAsset. Guard before reading .src; when url is a string, .src is undefined.
strategy: 'throw' | 'skip' | 'retry' — default 'throw'. 'skip' resolves with any successful assets; 'retry' reattempts the failed ones.
retryCount — default 3, retries per asset when strategy is 'retry'.
retryDelay — default 250 ms between retries.
Global defaults live on Loader.defaultOptions, or pass loadOptions to Assets.init().
data options (per asset)
Each loader parser reads its own options from the data field on the asset descriptor. Use the table below to pick the right options for each asset type:
| Asset type | data shape | Key options | Reference |