What problem does it solve? Phaser 4 developers often struggle to choose between Groups, Containers, and Layers when organizing game objects, leading to broken transforms, misplaced physics bodies, or inefficient object churn. This Skill provides decision tables, code patterns, and gotchas for picking and using the right structure. ## Core Features & Use Cases - Group vs Container vs Layer guidance: A comparison table covering transforms, display list behavior, exclusivity, and pooling so you pick the correct structure. - Object pooling patterns: Ready-to-use getFirstDead, killAndHide, and maxSize pool recipes for bullets, enemies, and particles. - Nested transform and render-order recipes: Container hierarchies for HUDs and composite UI, plus Layer-based depth bucketing. - Use Case: Building a shooter where bullets must be pooled, the HUD must scale as one unit, and background/entity/UI render in fixed order — this Skill supplies all three patterns with correct API calls. ## Quick Start Ask the AI to show how to create a pooled bullet group and a nested HUD container in a Phaser 4 scene.