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:
// Signed CDN URL with no extension
const texture = await Assets.load({
src: "https://cdn.example.com/signed/abc123?token=xyz",
parser: "texture",
});
// API endpoint that returns JSON
const data = await Assets.load({
alias: "config",
src: "https://api.example.com/v1/config",
parser: "json",
});
// Extension-less font URL with explicit family
await Assets.load({
src: "https://cdn.example.com/fonts/hero-v2",
parser: "web-font",
data: { family: "Hero", weights: ["400", "700"] },
});
// Video stream without a file extension
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.
// Old (deprecated)
await Assets.load({ src: "...", loadParser: "loadTextures" });
// New
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 |
| Texture (image) |
TextureSourceOptions |
resolution, scaleMode, alphaMode, autoGenerateMipmaps, antialias, addressMode |
references/resolution.md |
| SVG |
{ parseAsGraphicsContext?, resolution? } |
parseAsGraphicsContext for Graphics mode; resolution for sharper raster |
references/svg.md |
| Video |
VideoSourceOptions |
autoPlay, loop, muted, playsinline, preload, updateFPS, crossorigin, mime |
references/video.md |
| Web font |
LoadFontData |
family, weights, style, display, unicodeRange, featureSettings |
references/fonts.md |
| Bitmap font |
(none; auto-configured) |
Distance-field detection sets scale mode and mipmaps |
references/fonts.md |
| Spritesheet |
{ texture?, imageFilename?, ignoreMultiPack?, textureOptions?, cachePrefix? } |
textureOptions forwards TextureSourceOptions (e.g. scaleMode) to the atlas image; texture to skip image load; imageFilename to override the referenced image; ignoreMultiPack to skip multi-pack follow-ups; cachePrefix to namespace frames |
references/spritesheet.md |
| GIF |
GifBufferOptions |
fps, scaleMode, resolution, autoGenerateMipmaps |
references/gif.md |
| Compressed texture |
TextureSourceOptions |
scaleMode, addressMode, autoGenerateMipmaps |
references/compressed-textures.md |
| JSON / Text |
(none) |
Returned as-is |
— |
Example combining LoadOptions and data:
await Assets.load(
{
alias: "hero",
src: "hero.png",
data: { scaleMode: "nearest", resolution: 2 },
},
{ strategy: "retry", retryCount: 3 },
);
Inside a manifest or bundle, every entry can carry its own data:
await Assets.init({
manifest: {
bundles: [
{
name: "level1",
assets: [
{ alias: "tiles", src: "tiles.png", data: { scaleMode: "nearest" } },
{ alias: "font", src: "hero.woff2", data: { family: "Hero" } },
{
alias: "clip",
src: "intro.mp4",
data: { autoPlay: false, muted: true },
},
],
},
],
},
});
Runtime configuration
Assets.init(options) accepts, alongside basePath and manifest:
defaultSearchParams — string or Record<string, any> appended to every resolved URL. Useful for cache busting.
skipDetections: boolean — bypass browser format detection for faster init. Requires explicit texturePreference.format.
bundleIdentifier: BundleIdentifierOptions — customize how bundle keys resolve so the same alias can live in multiple bundles.
loadOptions: Partial<LoadOptions> — set the default strategy, retryCount, retryDelay, and callbacks for every subsequent Assets.load call.
preferences: Partial<AssetsPreferences> — crossOrigin, preferWorkers, preferCreateImageBitmap, parseAsGraphicsContext.
After init, preferences can still be tuned:
Assets.setPreferences({
crossOrigin: "anonymous",
preferCreateImageBitmap: false,
});
for (const detection of Assets.detections) {
console.log(detection.extension);
}
Assets.reset();
Assets.setPreferences(preferences) — push new preferences to every parser that supports them.
Assets.detections — getter exposing the registered FormatDetectionParser list; use when inspecting what formats the current environment advertises.
Assets.reset() — internal full reset (resolver + loader + cache). Intended for tests so a fresh Assets.init can run.
Common Mistakes
[CRITICAL] Using Texture.from(url) to load
Wrong:
const texture = Texture.from("https://example.com/image.png");
Correct:
const texture = await Assets.load("https://example.com/image.png");
In v8, Texture.from() only reads the cache. It does not fetch from a URL. Use Assets.load() first; the return value is the texture itself.
[HIGH] Using positional Assets.add signature
Wrong:
Assets.add("bunny", "bunny.png");
Correct:
Assets.add({ alias: "bunny", src: "bunny.png" });
The positional Assets.add(key, url) form was removed in v8. Use the options object with alias and src properties.
[HIGH] Not unloading textures between levels
Assets.load() caches textures indefinitely. For level-based games or screens with distinct asset sets, call Assets.unloadBundle() when transitioning to release GPU memory.
API Reference
1---2name: pixijs-assets3description: 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.4license: MIT5---6
7The `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.
8
9## Quick Start
10
11```ts
12await Assets.init({ basePath: "/static/" });
13
14const texture = await Assets.load("bunny.png");
15const sprite = new Sprite(texture);
16app.stage.addChild(sprite);
17
18const [hero, enemy] = await Assets.load(["hero.png", "enemy.png"]);
19
20await Assets.load({
21 alias: "logo",
22 src: "logo.webp",
23});
24
25const logo = new Sprite(Assets.get("logo"));
26```
27
28`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()`.
29
30## Supported file types
31
32| Type | Extensions | Parser ID | Loader |
33| ------------------- | ---------------------------------------------------------------- | ----------------------------- | ------------------------------------------------------------------------------------------------------------------------------- |
34| Textures | `.png`, `.jpg`, `.jpeg`, `.webp`, `.avif` | `texture` | `loadTextures` |
35| SVG | `.svg` | `svg` | `loadSvg` (see `references/svg.md`) |
36| Video textures | `.mp4`, `.m4v`, `.webm`, `.ogg`, `.ogv`, `.h264`, `.avi`, `.mov` | `video` | `loadVideoTextures` (see `references/video.md`) |
37| Sprite sheets | `.json` (Spritesheet format) | `spritesheet` | `spritesheetAsset` (see `references/spritesheet.md`) |
38| Bitmap fonts | `.fnt`, `.xml` | `bitmap-font` | `loadBitmapFont` (loading works by default; rendering `BitmapText` requires `'pixi.js/text-bitmap'`; see `references/fonts.md`) |
39| Web fonts | `.ttf`, `.otf`, `.woff`, `.woff2` | `web-font` | `loadWebFont` (see `references/fonts.md`) |
40| JSON | `.json` | `json` | `loadJson` |
41| Text | `.txt` | `text` | `loadTxt` |
42| Compressed textures | `.basis`, `.dds`, `.ktx`, `.ktx2` | `basis`, `dds`, `ktx`, `ktx2` | See `references/compressed-textures.md` |
43| Animated GIFs | `.gif` | `gif` | Requires `'pixi.js/gif'`; returns `GifSource` (see `references/gif.md`) |
44
45The **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.
46
47## Forcing a parser with `parser`
48
49By 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:
50
51```ts
52// Signed CDN URL with no extension
53const texture = await Assets.load({
54 src: "https://cdn.example.com/signed/abc123?token=xyz",
55 parser: "texture",
56});
57
58// API endpoint that returns JSON
59const data = await Assets.load({
60 alias: "config",
61 src: "https://api.example.com/v1/config",
62 parser: "json",
63});
64
65// Extension-less font URL with explicit family
66await Assets.load({
67 src: "https://cdn.example.com/fonts/hero-v2",
68 parser: "web-font",
69 data: { family: "Hero", weights: ["400", "700"] },
70});
71
72// Video stream without a file extension
73const clipTexture = await Assets.load({
74 src: "https://cdn.example.com/stream/xyz",
75 parser: "video",
76 data: { mime: "video/mp4", muted: true, playsinline: true },
77});
78```
79
80The `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:
81
82- `'texture'`, `'svg'`, `'video'`: image, SVG, and video textures
83- `'json'`, `'text'`: JSON and plain text
84- `'web-font'`, `'bitmap-font'`: web and bitmap fonts
85- `'spritesheet'`: texture atlas JSON
86- `'gif'`: animated GIFs (requires `'pixi.js/gif'`)
87- `'basis'`, `'dds'`, `'ktx'`, `'ktx2'`: compressed textures (each requires its side-effect import)
88
89### When you need it
90
91- **Signed CDN URLs**: `https://cdn.example.com/get?id=abc123` has no extension the loader can test against.
92- **Blob or ObjectURL**: `URL.createObjectURL(blob)` produces `blob:...` URLs with no extension.
93- **Custom routing**: `/api/assets/hero-v2` where the server decides the content type.
94- **Content-hashed paths without suffix**: some build pipelines produce names like `/static/abc123def` instead of `/static/abc123def.png`.
95
96If 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.
97
98### `loadParser` is deprecated
99
100The v7 `loadParser` field still works but emits a deprecation warning. Use `parser` for new code.
101
102```ts
103// Old (deprecated)
104await Assets.load({ src: "...", loadParser: "loadTextures" });
105
106// New
107await Assets.load({ src: "...", parser: "texture" });
108```
109
110## Topics
111
112Every asset workflow is covered in a reference file. Pick the one that matches the question:
113
114| Topic | Reference | When |
115| ------------------------------ | ---------------------------------------------------------------------- | ------------------------------------------- |
116| Texture atlases and animations | [references/spritesheet.md](references/spritesheet.md) | Loading sprite sheets with `AnimatedSprite` |
117| Video textures | [references/video.md](references/video.md) | `.mp4`, `.webm`, autoplay, looping, mobile |
118| Web and bitmap fonts | [references/fonts.md](references/fonts.md) | `.woff2`, `.fnt`, font families, SDF fonts |
119| Animated GIFs | [references/gif.md](references/gif.md) | `.gif`, `GifSprite`, playback control |
120| Grouping assets by feature | [references/bundles.md](references/bundles.md) | `addBundle`, `loadBundle`, `unloadBundle` |
121| Declaring everything upfront | [references/manifests.md](references/manifests.md) | `Assets.init({ manifest })` workflows |
122| Cache lookups and cleanup | [references/caching.md](references/caching.md) | `Assets.get`, `Assets.unload`, `Cache` |
123| Priming future assets | [references/background.md](references/background.md) | `backgroundLoad`, `backgroundLoadBundle` |
124| Loading screens | [references/progress.md](references/progress.md) | `onProgress`, LoadOptions progress |
125| GPU-compressed formats | [references/compressed-textures.md](references/compressed-textures.md) | `.ktx2`, `.basis`, `.dds`, `.ktx` |
126| Vector vs raster SVG | [references/svg.md](references/svg.md) | `parseAsGraphicsContext`, texture mode |
127| Retina + format detection | [references/resolution.md](references/resolution.md) | `@{1,2}x`, `format` preferences |
128
129## Decision guide
130
131- **Need to load a single image?** Use `Assets.load(url)`. No setup required.
132- **Loading many assets grouped by level/scene?** Use a bundle. See `references/bundles.md`.
133- **Know all assets at build time?** Use a manifest in `Assets.init`. See `references/manifests.md`.
134- **Need a loading bar?** Pass a progress callback to `Assets.load`. See `references/progress.md`.
135- **Smooth transitions between levels?** Background-load the next level. See `references/background.md`.
136- **Memory budget matters?** Use compressed textures and `Assets.unload` between screens. See `references/compressed-textures.md` and `references/caching.md`.
137- **Need crisp SVG icons at any size?** Load as Graphics, not texture. See `references/svg.md`.
138- **Retina + WebP/AVIF?** Configure `texturePreference` and use format patterns. See `references/resolution.md`.
139
140## Load options and error handling
141
142There are two separate "options" concepts when loading assets:
143
1441. **`LoadOptions`**: the second argument to `Assets.load`/`loadBundle`. Controls error recovery, retries, progress, and completion callbacks across a whole load.
1452. **`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.
146
147### LoadOptions (per call)
148
149```ts
150await Assets.load(["hero.png", "enemy.png"], {
151 onProgress: (p) => updateBar(p),
152 onError: (err, url) => {
153 const src = typeof url === "string" ? url : url.src;
154 console.warn("failed:", src, err);
155 },
156 strategy: "retry",
157 retryCount: 3,
158 retryDelay: 250,
159});
160```
161
162- `onProgress(progress)`: `[0, 1]` as assets in the call complete.
163- `onError(error, url)`: `url` is `string | ResolvedAsset`. Guard before reading `.src`; when `url` is a string, `.src` is undefined.
164- `strategy: 'throw' | 'skip' | 'retry'` — default `'throw'`. `'skip'` resolves with any successful assets; `'retry'` reattempts the failed ones.
165- `retryCount` — default `3`, retries per asset when `strategy` is `'retry'`.
166- `retryDelay` — default `250` ms between retries.
167
168Global defaults live on `Loader.defaultOptions`, or pass `loadOptions` to `Assets.init()`.
169
170### `data` options (per asset)
171
172Each 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:
173
174| Asset type | `data` shape | Key options | Reference |
175| ------------------ | ------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------- |
176| Texture (image) | `TextureSourceOptions` | `resolution`, `scaleMode`, `alphaMode`, `autoGenerateMipmaps`, `antialias`, `addressMode` | `references/resolution.md` |
177| SVG | `{ parseAsGraphicsContext?, resolution? }` | `parseAsGraphicsContext` for Graphics mode; `resolution` for sharper raster | `references/svg.md` |
178| Video | `VideoSourceOptions` | `autoPlay`, `loop`, `muted`, `playsinline`, `preload`, `updateFPS`, `crossorigin`, `mime` | `references/video.md` |
179| Web font | `LoadFontData` | `family`, `weights`, `style`, `display`, `unicodeRange`, `featureSettings` | `references/fonts.md` |
180| Bitmap font | (none; auto-configured) | Distance-field detection sets scale mode and mipmaps | `references/fonts.md` |
181| Spritesheet | `{ texture?, imageFilename?, ignoreMultiPack?, textureOptions?, cachePrefix? }` | `textureOptions` forwards `TextureSourceOptions` (e.g. `scaleMode`) to the atlas image; `texture` to skip image load; `imageFilename` to override the referenced image; `ignoreMultiPack` to skip multi-pack follow-ups; `cachePrefix` to namespace frames | `references/spritesheet.md` |
182| GIF | `GifBufferOptions` | `fps`, `scaleMode`, `resolution`, `autoGenerateMipmaps` | `references/gif.md` |
183| Compressed texture | `TextureSourceOptions` | `scaleMode`, `addressMode`, `autoGenerateMipmaps` | `references/compressed-textures.md` |
184| JSON / Text | (none) | Returned as-is | — |
185
186Example combining `LoadOptions` and `data`:
187
188```ts
189await Assets.load(
190 {
191 alias: "hero",
192 src: "hero.png",
193 data: { scaleMode: "nearest", resolution: 2 },
194 },
195 { strategy: "retry", retryCount: 3 },
196);
197```
198
199Inside a manifest or bundle, every entry can carry its own `data`:
200
201```ts
202await Assets.init({
203 manifest: {
204 bundles: [
205 {
206 name: "level1",
207 assets: [
208 { alias: "tiles", src: "tiles.png", data: { scaleMode: "nearest" } },
209 { alias: "font", src: "hero.woff2", data: { family: "Hero" } },
210 {
211 alias: "clip",
212 src: "intro.mp4",
213 data: { autoPlay: false, muted: true },
214 },
215 ],
216 },
217 ],
218 },
219});
220```
221
222## Runtime configuration
223
224`Assets.init(options)` accepts, alongside `basePath` and `manifest`:
225
226- `defaultSearchParams` — string or `Record<string, any>` appended to every resolved URL. Useful for cache busting.
227- `skipDetections: boolean` — bypass browser format detection for faster init. Requires explicit `texturePreference.format`.
228- `bundleIdentifier: BundleIdentifierOptions` — customize how bundle keys resolve so the same alias can live in multiple bundles.
229- `loadOptions: Partial<LoadOptions>` — set the default `strategy`, `retryCount`, `retryDelay`, and callbacks for every subsequent `Assets.load` call.
230- `preferences: Partial<AssetsPreferences>` — `crossOrigin`, `preferWorkers`, `preferCreateImageBitmap`, `parseAsGraphicsContext`.
231
232After init, preferences can still be tuned:
233
234```ts
235Assets.setPreferences({
236 crossOrigin: "anonymous",
237 preferCreateImageBitmap: false,
238});
239
240for (const detection of Assets.detections) {
241 console.log(detection.extension);
242}
243
244Assets.reset();
245```
246
247- `Assets.setPreferences(preferences)` — push new preferences to every parser that supports them.
248- `Assets.detections` — getter exposing the registered `FormatDetectionParser` list; use when inspecting what formats the current environment advertises.
249- `Assets.reset()` — internal full reset (resolver + loader + cache). Intended for tests so a fresh `Assets.init` can run.
250
251## Common Mistakes
252
253### [CRITICAL] Using `Texture.from(url)` to load
254
255Wrong:
256
257```ts
258const texture = Texture.from("https://example.com/image.png");
259```
260
261Correct:
262
263```ts
264const texture = await Assets.load("https://example.com/image.png");
265```
266
267In v8, `Texture.from()` only reads the cache. It does not fetch from a URL. Use `Assets.load()` first; the return value is the texture itself.
268
269
270### [HIGH] Using positional `Assets.add` signature
271
272Wrong:
273
274```ts
275Assets.add("bunny", "bunny.png");
276```
277
278Correct:
279
280```ts
281Assets.add({ alias: "bunny", src: "bunny.png" });
282```
283
284The positional `Assets.add(key, url)` form was removed in v8. Use the options object with `alias` and `src` properties.
285
286
287### [HIGH] Not unloading textures between levels
288
289`Assets.load()` caches textures indefinitely. For level-based games or screens with distinct asset sets, call `Assets.unloadBundle()` when transitioning to release GPU memory.
290
291
292## API Reference
293
294- [Assets](https://pixijs.download/release/docs/assets.Assets.html.md)
295- [Loader](https://pixijs.download/release/docs/assets.Loader.html.md)
296- [Resolver](https://pixijs.download/release/docs/assets.Resolver.html.md)
297- [Cache](https://pixijs.download/release/docs/assets.Cache.html.md)
298- [LoadOptions](https://pixijs.download/release/docs/assets.LoadOptions.html.md)
299- [AssetInitOptions](https://pixijs.download/release/docs/assets.AssetInitOptions.html.md)
300- [AssetsManifest](https://pixijs.download/release/docs/assets.AssetsManifest.html.md)
301- [AssetsBundle](https://pixijs.download/release/docs/assets.AssetsBundle.html.md)
302- [BackgroundLoader](https://pixijs.download/release/docs/assets.BackgroundLoader.html.md)
303- [Spritesheet](https://pixijs.download/release/docs/assets.Spritesheet.html.md)