What problem does it solve? Phaser 4 developers often struggle to choose between Groups, Containers, and Layers when organizing game objects, and frequently misuse them—causing broken transforms, failed pooling, or physics offsets. This Skill provides decision guidance, correct API usage, and gotchas for each structure. ## Core Features & Use Cases - Structure Selection: Compares Group, Container, and Layer across transforms, display list behavior, physics, input, and pooling so you pick the right one. - Object Pooling Patterns: Covers getFirstDead, killAndHide, maxSize, and pool capacity queries for reusing bullets, enemies, and particles without destroying them. - Nested Transforms & Render Ordering: Shows Container hierarchies for composite UI and Layer-based depth control for scene rendering. - Use Case: Building a bullet system for a shooter—use a physics Group with maxSize 30, fire with group.get(), and recycle with killAndHide instead of creating and destroying sprites every shot. ## Quick Start Ask the AI to create a pooled bullet system in Phaser 4 using a Group with getFirstDead and killAndHide.