Skip to content
AI & Agents
Skill

/pixijs-scene-mesh

Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMesh for 2.5D corners.

From plugin
pixijs-skills
30226 skills
Install
$ npx -y skills add pixijs/pixijs-skills --skill pixijs-scene-mesh --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/pixijs-scene-mesh

Context preview

The summary Claude sees to decide when to auto-load this skill.

Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMesh for 2.5D corners.

SKILL.md

pixijs-scene-mesh.SKILL.md
name: pixijs-scene-mesh
description: "Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMesh for 2.5D corners. Triggers on: Mesh, MeshGeometry, MeshSimple, MeshPlane, MeshRope, PerspectiveMesh, positions, uvs, indices, topology, setCorners, constructor options, MeshOptions, MeshPlaneOptions, MeshRopeOptions, SimpleMeshOptions, PerspectivePlaneOptions."
license: MIT

Meshes render arbitrary 2D (or perspective-projected) geometry with a texture or custom shader. PixiJS ships the base `Mesh` class plus four specialized subclasses for common shapes: `MeshSimple`, `MeshPlane`, `MeshRope`, and `PerspectiveMesh`. Pick the subclass that matches your shape; drop to the base `Mesh` when you need full vertex-level control or a custom shader.

Assumes familiarity with `pixijs-scene-core-concepts`. Meshes are leaf nodes; they cannot have children. Wrap multiple meshes in a `Container` to group them.

Quick Start

const texture = await Assets.load("pattern.png");

const geometry = new MeshGeometry({
  positions: new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]),
  uvs: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]),
  indices: new Uint32Array([0, 1, 2, 0, 2, 3]),
  topology: "triangle-list",
});

const mesh = new Mesh({
  geometry,
  texture,
  roundPixels: false,
});
app.stage.addChild(mesh);

Every `Mesh` subclass takes a single options object. The base `Mesh` requires a `geometry`; subclasses (`MeshSimple`, `MeshPlane`, `MeshRope`, `PerspectiveMesh`) build the geometry internally and require a `texture` instead. See each variant's reference for the full field list.

Variants

| Variant | Use when | Trade-offs | Reference | | ----------------- | ----------------------------------------------------- | ------------------------------------------------------- | ---------------------------------------------------------------- | | `Mesh` | Full control, custom geometry, custom shaders | You build the `MeshGeometry` yourself | [references/mesh.md](references/mesh.md) | | `MeshSimple` | Quick textured shapes with per-frame vertex animation | Thin wrapper; auto-updates the vertex buffer | [references/mesh-simple.md](references/mesh-simple.md) | | `MeshPlane` | Subdivided textured rectangle for distortion effects | Fixed topology; `verticesX`/`verticesY` control density | [references/mesh-plane.md](references/mesh-plane.md) | | `MeshRope` | Texture following a polyline path | Bent at each point; needs many points for smooth curves | [references/mesh-rope.md](references/mesh-rope.md) | | `PerspectiveMesh` | 2D plane with perspective corners | Not true 3D; UV-level perspective correction only | [references/mesh-perspective.md](references/mesh-perspective.md) |

When to use what

  • **"I need a textured quad"** → `Sprite` (see `pixijs-scene-sprite`), not a mesh. Meshes are for cases Sprite can't express.
  • **"I need to deform a textured rectangle"** → `MeshPlane`. Set `verticesX`/`verticesY` for the desired smoothness.
  • **"I need a rope or trail that follows points"** → `MeshRope`. Control thickness with `width`; use `textureScale: 0` to stretch or `> 0` to repeat.
  • **"I need a tilted 2D card or floor"** → `PerspectiveMesh`. Pass four corner positions; not real 3D but good enough for 2.5D effects.
  • **"I need per-frame animated vertices with a simple shape"** → `MeshSimple`. It handles the buffer-update dance for you.
  • **"I need a custom shader or unusual geometry"** → Base `Mesh` with a hand-built `MeshGeometry`. See `pixijs-custom-rendering` for shader authoring.
  • **"I need true 3D rendering"** → Use a dedicated 3D library. `PerspectiveMesh` simulates perspective at the UV level but has no depth buffer.

Quick concepts

MeshGeometry owns the vertex data

`MeshGeometry` holds the `positions`, `uvs`, `indices`, and `topology`. You can share one geometry across multiple `Mesh` instances; positions are reference-counted.

Batching

A mesh batches (combines with other draw calls) only if it uses `MeshGeometry`, has no custom shader, no depth or culling state, and the `'auto'` rule (`batchMode = 'auto'` and ≤100 vertices). Custom shaders always render independently.

Topology is on the geometry, not the mesh

`new MeshGeometry({ topology: 'triangle-strip' })`; topology is a geometry property. The default is `'triangle-list'`; set it explicitly if your data is organized differently.

Extra knobs

  • `new MeshGeometry({ shrinkBuffersToFit: true })` — trims GPU buffer storage to the actual vertex count on creation. Use it when feeding large, one-shot geometries.
  • `Mesh.containsPoint(point)` — topology-aware hit test that walks the triangles. Works with any `MeshGeometry`, including custom layouts.
  • `new Mesh({ geometry, state })` — pass a `State` object to control blend, depth, and culling. Batching is disabled automatically if depth or culling flags are set. Defaults to `State.for2d()` when omitted.

Common Mistakes

[HIGH] Using old `SimpleMesh` / `SimplePlane` / `SimpleRope` names

Wrong:

import { SimpleRope } from "pixi.js";
const rope = new SimpleRope(texture, points);

Correct:

import { MeshRope } from "pixi.js";
const rope = new MeshRope({ texture, points });

Renamed in v8: `SimpleMesh` → `MeshSimple`, `SimplePlane` → `MeshPlane`, `SimpleRope` → `MeshRope`. All switched to options-object constructors.

[HIGH] Positional constructor args for `MeshGeometry`

Wrong:

const geom = new MeshGeometry(vertice
Read more
Ships withpixijs-skills

Official AI skills for PixiJS. These skills teach AI coding agents how to correctly use PixiJS

Get the whole plugin

Other skills on pixijs-skills.