What problem does it solve? Drawing sprites, groups, and textures to off-screen surfaces in Phaser 4 requires understanding the command-buffer architecture, where draw calls do nothing until render() is called. This Skill provides the patterns and API reference needed to composite textures, generate procedural images, build minimaps, and capture snapshots without trial-and-error. ## 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 cross-scene and multi-object sharing. - Command buffer and render modes: Covers render(), preserve(), and the 'render'/'redraw'/'all' render modes so drawing actually appears on screen. - Complete drawing API: Documents draw, stamp, capture, fill, clear, erase, repeat, snapshot, resize, and saveTexture with working code examples and gotchas. - Use Case: Build a live minimap by creating a RenderTexture with setScrollFactor(0) and render mode 'all', 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 reuses it as a texture key for other game objects.