v3-to-v4-migration

Maps Phaser 3 APIs and workflows to Phaser 4 equivalents for migration planning and execution.

Updated Feb 11, 2026
One-click install
npx skills add https://github.com/ArtRiv/game-topicos-especiais --skill v3-to-v4-migration-artriv
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: v3-to-v4-migration
Source: https://github.com/ArtRiv/game-topicos-especiais/tree/main/skills/v3-to-v4-migration
Command: npx skills add https://github.com/ArtRiv/game-topicos-especiais --skill v3-to-v4-migration-artriv

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Phaser 3 to Phaser 4 upgrades often break existing rendering, shaders, masks/FX, tinting, and camera math, leaving developers stuck debugging API differences without a systematic migration plan.

Core Features & Use Cases

  • Rendering and pipeline migration: Converts v3 WebGL Pipeline concepts into v4 RenderNode architecture, including guidance for custom WebGL changes.
  • Visual effects, masks, and tint updates: Replaces FX/masks with the unified Filter system and updates tint APIs and modes to match v4 behavior.
  • Engine-breaking API adjustments: Covers major breaking changes including camera matrix differences, shader/uniform API changes, GLSL loading changes, texture coordinate orientation, DynamicTexture/RenderTexture render() requirements, and multiple removed objects/plugins/utilities.

Use case example: You have a Phaser 3 project that uses custom pipelines, BitmapMask-based masking, shader-based effects, and camera matrix access; you need a checklist-driven set of code changes to reach a working Phaser 4 build.

Quick Start

Ask an AI to generate a Phaser 4 migration patch for your specific Phaser 3 codebase by following the v3-to-v4-migration guide and applying its breaking-change checklist.

Frequently Asked Questions about v3-to-v4-migration

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I migrate Phaser 3 custom WebGL pipelines to Phaser 4?

Migrate Phaser 3 custom WebGL pipelines by mapping the v3 Pipeline architecture to the Phaser 4 RenderNode architecture. This transition requires updating your custom rendering code to align with the new v4 renderer pipeline structure and internal systems.

What replaced BitmapMask and FX in Phaser 4?

BitmapMask and FX are replaced by the unified Filter system in Phaser 4. You must update your visual effects and masking implementations to use the new Filter APIs instead of the removed v3 mask and FX components.

Why does my Phaser 3 shader code break after upgrading to Phaser 4?

Phaser 3 shader code breaks due to updated shader and uniform APIs, changed GLSL loading mechanisms, and differences in texture coordinate orientation. You must map your existing shader loading and uniform calls to the new v4 equivalents.

Do I need to update camera matrix math when upgrading to Phaser 4?

Yes, you need to update camera matrix math because Phaser 4 introduces camera matrix differences. Projects relying on direct camera matrix access or specific texture coordinate assumptions must adjust their calculations to match the v4 rendering behavior.

What are the limitations when migrating DynamicTexture and RenderTexture to Phaser 4?

DynamicTexture and RenderTexture migrations face new render() method requirements and texture orientation differences in Phaser 4. You must verify that your existing texture rendering logic satisfies the updated v4 API constraints and coordinate systems.