Pixi'VN Assets: local vs. online, manifests, bundles, and loading strategy
Official docs: pixi-vn.com/start/assets (storage options) and
pixi-vn.com/start/assets-management (loading
strategy).
When to use this skill
Use this skill whenever a task involves adding a new image/audio/video file to a project, deciding
whether an asset should live locally or be hosted online, editing the assets manifest, or choosing
when a bundle of assets should load (blocking at startup, in the background, per-label, per-route).
This skill does not cover how an image/sound is displayed/played once loaded — that's
pixi-vn-canvas / pixi-vn-sound — only how it gets registered and made available by alias.
The one rule that matters most: always reference assets by their manifest alias, never by raw
src path/URL, in game code. Loading by path directly is strongly discouraged — it couples code
to a specific file location/host, so moving a file or switching hosting providers silently breaks
every reference. Assets.load("bg01-hallway"), not Assets.load("https://.../bg01-hallway.webp").
Local vs. online assets
Assets can be stored locally in the project or hosted online (a CDN, GitHub raw, cloud
storage). Frequently used assets (character sprites, backgrounds, background music) are best kept
local; assets used once, or large optional files, are better hosted online to keep the project
small and the initial download fast.
| Local | Online |
|---|
| Bundled into the app | Yes — ships in public/assets | No — fetched at runtime from a URL |
| Best for | Frequently used assets (backgrounds, sprites, core music) | Large/optional/rarely-used assets |
| Requires | PixiJS AssetPack (pre-configured in official templates) | A CORS-enabled host with a public URL |
Local assets: the src/assets folder + PixiJS AssetPack
Local assets go under src/assets (any folder works, but this is the convention every official
template uses), organized into subfolders however makes sense for the project. PixiJS AssetPack
— pre-wired into the Vite config of every official template — watches this folder and, on every
change (vite dev) or once before a production build (vite build), optimizes the files
(compression, WebP/AVIF conversion, texture-atlas packing) into public/assets, and auto-generates
src/assets/manifest.gen.json describing every resulting bundle/alias.
// vite.config.ts (already present in official templates — no changes usually needed)
import { AssetPack } from "@assetpack/core";
import assetPackConfig from "./.assetpack.ts";
// a Vite plugin runs `new AssetPack(assetPackConfig).watch()` in dev,
// `.run()` once during `vite build`
// .assetpack.ts (already present in official templates)
import { pixiPipes } from "@assetpack/core/pixi";
export default {
entry: "./src/assets",
output: "./public/assets",
ignore: ["**/*.ts", "**/*.js", "**/*.gen.*"],
pipes: [
pixiPipes({ manifest: { output: "src/assets/manifest.gen.json" } }),
// official templates add two extra pipes here: one bundle per top-level
// folder (instead of everything in a single "default" bundle), and
// stripping file extensions from generated aliases
],
};
src/assets/manifest.gen.json is generated — never hand-edit it. Any manual change is
overwritten the next time AssetPack runs. If a local asset isn't showing up with the alias you
expect, check the actual file's path/name under src/assets and let AssetPack regenerate the file,
rather than editing the JSON directly.
// src/assets/manifest.gen.json (excerpt — auto-generated, read-only)
{
"bundles": [
{
"name": "mc",
"assets": [{ "alias": "mc-neutral", "src": "./assets/mc/mc-neutral.png" }]
}
]
}
Online assets: the exact place to register them — src/assets/index.ts
For assets you host online (or any manifest entries beyond what AssetPack generates), the one
place to add/edit them is src/assets/index.ts, present in every official template. It imports
the auto-generated local manifest and appends hand-written bundles for remote URLs:
// src/assets/index.ts — the exact, single point to add/modify online assets
import generatedManifestJson from "@/assets/manifest.gen.json";
import type { AssetsManifest } from "@drincs/pixi-vn";
export const manifest: AssetsManifest = {
bundles: [
...generatedManifestJson.bundles, // everything AssetPack generated locally
{
name: "audio", // pick a bundle name (see "Organizing into bundles" below)
assets: [
{
alias: "bgm_cheerful",
src: "https://your-cdn.example.com/audio/bgm_cheerful.wav",
},
{
alias: "sfx_whoosh",
src: "https://your-cdn.example.com/audio/sfx_whoosh.wav",
},
],
},
],
};
Popular CORS-friendly hosting options (see pixi-vn.com/start/assets#assets-hosting for the full comparison of price/limits/editability):
GitHub raw URLs (https://raw.githubusercontent.com/[repo]/refs/heads/main/[path], free, 100MB/file
limit), image-hosting services (imgbb/imgur, images only), or cloud storage (Cloudflare R2, Firebase
Storage, S3, Supabase) for anything larger or non-image. Whichever host is used, it must allow
CORS requests or the browser will block loading the asset.
Organizing assets into bundles
Group related assets into bundles instead of registering each one loosely — a bundle loads (or
defers loading) as a single unit. Name each bundle after where it's used:
- a label's id (e.g.
startLabel.id) for assets only that label needs
- a route's path (e.g.
"/", "/game/narration") for assets a specific screen needs
- a character's id for that character's sprite/expression assets
This convention matters most for online assets, where it directly controls what the player
waits for; for local assets (which load near-instantly) precise bundle boundaries matter far less.
// src/assets/index.ts
import { startLabel } from "@/content/labels/start.label";
export const manifest: AssetsManifest = {
bundles: [
{ name: "/", assets: [{ alias: "background_main_menu", src: "..." }] }, // main menu route
{ name: startLabel.id, assets: [{ alias: "bg01-hallway", src: "..." }] }, // one label
{ name: "mc", assets: [{ alias: "mc-neutral", src: "..." }] }, // one character
],
};
Initializing and loading
Register the manifest once, near app startup, before relying on any alias:
import { manifest } from "@/assets";
import { Assets } from "@drincs/pixi-vn";
let assetsInitialized = false;
export async function defineAssets() {
if (!assetsInitialized) {
const origin = `${location.protocol}//${location.host}/`;
Assets.resolver.rootPath = origin;
await Assets.init({ manifest, basePath: `${origin}assets/` });
assetsInitialized = true;
}
await Assets.loadBundle("/"); // block on what the first screen needs
Assets.backgroundLoadBundle("audio"); // load the rest quietly in the background
}
Then reference assets purely by alias, anywhere (pixi-vn-canvas for images/video,
pixi-vn-sound for audio):
const texture = await Assets.load("mc-neutral");
By default assets load on demand, but waiting until the exact moment an asset is needed can cause a
visible stall. Common, recommended loading moments, least-to-most eager:
- At label start (background) — in a label's
onLoadingLabel hook, call
Assets.backgroundLoadBundle(label.id) (fire-and-forget): the label starts immediately, its
bundle streams in without blocking. Prefer this over the blocking variant below unless a step
genuinely cannot proceed without the asset.
- At label start (blocking) — same hook, but
await Assets.loadBundle(label.id): the label
waits for its bundle before its first step runs. Only use this when the label truly can't start
without those assets.
- At project start —
await Assets.loadBundle(...) for anything used on the very first screen
(recommended limit: under 100MB, so the initial wait stays short).
- In the background at project start —
Assets.backgroundLoadBundle(...) for larger,
non-blocking preloading (recommended limit: under 2GB).
- Before a route/screen renders — inside a router's
loader (e.g. TanStack Router), call
await Assets.loadBundle(routePath), paired with a pendingComponent so the player sees a
loading state instead of a blank screen.
Real-world project convention (official React template)
src/lib/utils/assets-utility.ts's defineAssets() combines several of the strategies above: guards
Assets.init with an assetsInitialized flag (safe to call more than once), blocks on the
current route's bundle (await Assets.loadBundle("/")) so the first screen never shows missing
assets, then kicks off the audio bundle in the background (sound.backgroundLoadBundle(...) —
the sound module's own wrapper, not Assets.backgroundLoadBundle, since it also has to wire the
loaded media into a channel). Separately, main.tsx wires Game.onLoadingLabel((_stepId, { id }) => Assets.backgroundLoadBundle(id)) once, globally — so every label's own bundle (named after its
id, per the convention above) is background-loaded automatically the moment that label starts,
without every label needing its own onLoadingLabel hook. This is the template's convention, not a
library requirement — a project is free to load more/less eagerly.
For caching online assets so returning players don't re-download them: official templates
pre-configure VitePWA's service worker to cache responses from
specific hostnames (a CACHED_EXTERNAL_HOSTNAMES list in vite.config.ts) for 7 days by default —
add any CDN/host actually used to that list. See
pixi-vn.com/start/assets#caching-assets.
Related skills
- pixi-vn-getting-started — the
@drincs/pixi-vn/vite plugin's assetsManifest option bridges
a manifest (often this skill's src/assets/index.ts) into the plugin's generated type file and
dev-server endpoint; Game.onLoadingLabel is where label-scoped bundle loading is wired.
- pixi-vn-canvas — displaying images/video once their alias is loaded.
- pixi-vn-sound — playing audio once its alias is loaded, and the sound module's own
backgroundLoadBundle/loadBundle wrappers.
- pixi-vn-narration — labels are a natural bundle-naming unit (
label.id).