What problem does it solve? Phaser developers often struggle to choose between Groups, Containers, and Layers when organizing game objects, leading to broken transforms, failed pooling, or misplaced render order. This Skill provides decision guidance, API references, and working patterns for all three structures in Phaser 4. ## Core Features & Use Cases - Structure Selection Guidance: 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 reusable bullets, enemies, and particles. - Nested Transforms and Render Ordering: Shows Container hierarchies with inherited position, scale, and alpha, plus Layer-based depth control. - Use Case: When building a bullet system, use the pooling pattern with a physics Group; when building a HUD, use a Container with setScrollFactor(0) so children move as one unit. ## Quick Start Ask how to pool bullets with a Phaser Group or how to move a HUD's children together using a Container, and apply the provided code patterns in your Scene's create method.