What problem does it solve? Storing and synchronizing custom game state in Phaser 4 often leads to tightly coupled code and missed updates. This Skill explains how to use the DataManager to attach reactive key-value data to game objects, scenes, and the global registry with event-driven change tracking. ## Core Features & Use Cases - Three-Level Data Storage: Use per-GameObject data (setData/getData), per-Scene data (this.data), and the global registry (this.registry) for cross-scene state. - Event-Driven Reactivity: Listen to setdata, changedata, changedata-{key}, and removedata events to update HUDs, health bars, and UI without polling. - Helpers and Patterns: Covers inc/toggle/merge/query/freeze operations plus persistence patterns like saving scene data to localStorage. - Use Case: Build a HUD scene that watches registry score changes from the game scene, updating the score display automatically whenever the value changes. ## Quick Start Ask the AI to show how to store player health on a sprite with setData and update a health bar whenever the changedata-hp event fires.