What problem does it solve? Phaser 4's texture-drawing API uses a command-buffer architecture that differs from earlier versions, so developers often struggle with invisible output, incorrect camera transforms, and confusion between RenderTexture, DynamicTexture, and the Stamp game object. This Skill provides the correct patterns for off-screen rendering, compositing, and pixel capture. ## Core Features & Use Cases - RenderTexture and DynamicTexture guidance: Explains when to use a visible RenderTexture game object versus a shared DynamicTexture in the Texture Manager, including the mandatory render() flush and renderMode options. - Drawing operations: Covers draw, stamp, capture, fill, clear, erase, repeat, and snapshot methods with correct parameters and transform configs. - Use Case: Build a live minimap by creating a RenderTexture with setScrollFactor(0), renderMode 'all', and preserve(true), then capturing scaled-down world objects each frame. ## Quick Start Ask the AI to create a Phaser 4 RenderTexture that draws a sprite to an off-screen texture and registers it with saveTexture so other game objects can use it.