pixi-scene-core-concepts

pixi-scene-core-concepts is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 126 tokens per session (3,542 once invoked), scanned A, a copy of pixijs-scene-core-concepts, MIT.

An introduction to the PixiJS scene graph, the tree of groups and display objects that determines how a scene is positioned, transformed, clipped, and drawn.

In plain words
What is it for?
Use it when designing or troubleshooting the structure of a PixiJS game or interactive graphics scene.
Why use it?
It gives you the mental model needed to understand how objects relate to parents, coordinates, layers, and render order.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it when designing or troubleshooting the structure of a PixiJS game or interactive graphics scene.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/pixi-scene-core-concepts
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill pixi-scene-core-concepts
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for pixi-scene-core-concepts

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-scene-core-concepts/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/pixi-scene-core-concepts)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-scene-core-concepts"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-scene-core-concepts/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for pixi-scene-core-concepts

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-scene-core-concepts"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-scene-core-concepts.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 126 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,542 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00126 $0.03542
Opus 5 $0.00063 $0.01771
Sonnet 5 $0.00025 $0.00708
Haiku 4.5 $0.00013 $0.00354

Measured 9d ago against content hash 60751b7a97a9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

pixi-scene-core-concepts scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

100% identical to pixijs-scene-core-concepts — 2 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/pixi-scene-core-concepts/SKILL.md · 244 lines

How it starts

The opening of the file, as written. The whole thing — 244 lines — stays where its author put it; the contents beside it link to each section on GitHub.

This skill is the shared mental model referenced by all pixijs-scene-* leaves. It explains what the scene graph is in PixiJS v8, how a Container differs from a leaf, and where each concept lives. It does not go deep on any single API; it frames the pieces and points to the skill or reference file that does.

Quick Start

const world = new Container({ isRenderGroup: true });
app.stage.addChild(world);

const hero = new Container({ label: "hero" });
hero.addChild(new Sprite(bodyTexture));
hero.addChild(new Sprite(faceTexture));
world.addChild(hero);

const mask = new Graphics().rect(0, 0, 800, 600).fill(0xffffff);
world.mask = mask;
world.addChild(mask);

hero.position.set(world.width / 2, world.height / 2);

Related skills: pixijs-scene-container (Container API in detail), the leaf skills (pixijs-scene-sprite, pixijs-scene-graphics, pixijs-scene-text, pixijs-scene-mesh, pixijs-scene-particle-container, pixijs-scene-dom-container, pixijs-scene-gif), pixijs-events (hit testing traverses the scene graph), pixijs-performance (cache, culling, render groups), pixijs-math (Matrix, toGlobal/toLocal detail).

Core Concepts

What the scene graph is

The PixiJS scene graph is a tree of display objects rooted at app.stage. Each node has a parent, a transform (position, scale, rotation, pivot, skew) relative to its parent, and optional visual state (alpha, tint, blendMode, visibility). Each frame the renderer walks the tree, composes transforms and visual state down to world-space, culls what's offscreen, and emits draw calls. The scene graph is both the layout model and the render order: earlier siblings draw behind later siblings.

Every display object in v8 is a Container subclass. DisplayObject from earlier versions was removed.

Container vs leaf (CRITICAL)

There are two roles in the tree:

  • Containers: nodes that hold children. Use a Container (or RenderLayer) for any node that groups, positions, or transforms other nodes.
  • Leaves: nodes that draw something and have no children. Use Sprite, Graphics, Text, Mesh, ParticleContainer's Particle, DOMContainer, or GifSprite as leaves.

Read the full file on GitHub · 244 lines

Files

What ships with it

7 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 244 lines · 126 tokens per session scan A 60751b7a97a9

Subscribe to this mod's changes

pixi-scene-core-concepts is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 126 tokens to every session and 3,542 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to pixijs-scene-core-concepts, differing in 2 lines, and is treated as a copy.

Related

Other skills, from other repositories

game-development

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

travisjneuman/.claude · 34 tokens

ar-vr-xr

AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.

travisjneuman/.claude · 50 tokens

sdf

SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for .sdf files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use…

earthtojake/text-to-cad · 88 tokens

unity-agent-workflows

Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…

hashgraph-online/awesome-codex-plugins · 146 tokens

using-bgs-archive

Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".

hashgraph-online/awesome-codex-plugins · 75 tokens

building-agents

Use when building or restructuring an LLM agent — provider adapter, tool calling, structured output, RAG, agent loop, eval gate, cost routing, tracing, MCP server — model-agnostic across OpenAI/Anthropic/Gemini/OSS so a model swap is a config change. NOT vector-store SQL alone (that is postgresdb) or service…

ericrisco/rsc-harness · 85 tokens