v3-to-v4-migration

Migrates Phaser 3 game code to Phaser 4 using a structured breaking-changes guide.

465|41|Updated Aug 4, 2026
One-click install
npx skills add https://github.com/autonomous-ai/openharness --skill v3-to-v4-migration-autonomous-ai
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: v3-to-v4-migration
Source: https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/v3-to-v4-migration
Command: npx skills add https://github.com/autonomous-ai/openharness --skill v3-to-v4-migration-autonomous-ai

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Upgrading a Phaser 3 project to Phaser 4 involves dozens of breaking changes across the renderer, FX system, tinting, cameras, shaders, and geometry APIs, and missing any one of them can silently break a game. This Skill provides a complete, ordered migration reference so every required code change is identified and applied correctly. ## Core Features & Use Cases - Renderer Migration: Convert custom WebGL pipelines to the new RenderNode architecture and understand removed WebGLRenderer internals. - API Replacement Tables: Map removed v3 APIs to v4 equivalents, including BitmapMask to Mask filter, setTintFill to tint modes, Geom.Point to Vector2, and Struct.Set/Map to native Set/Map. - Migration Checklist: A 26-item checklist covering shaders, lighting, TileSprite, DynamicTexture, compressed textures, removed game objects, and plugins. - Use Case: A developer upgrading an existing Phaser 3 game asks the agent to migrate their codebase; the agent works through the checklist, rewriting pipeline code as render nodes, replacing FX with filters, and updating math constants. ## Quick Start Migrate my Phaser 3 project to Phaser 4 and list every breaking change you apply.

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 a Phaser 3 project to Phaser 4?

Update to phaser@4, then work through the breaking changes: replace custom pipelines with render nodes, convert BitmapMask to the Mask filter, replace setTintFill with setTint plus setTintMode, and swap Geom.Point for Vector2. A full checklist covers all 26 required changes.

What replaced WebGL pipelines in Phaser 4?

The v3 Pipeline system was replaced by the RenderNode architecture, where each node handles a single rendering task. Custom pipelines must be rewritten as render nodes and registered via RenderConfig#renderNodes at boot.

Does Phaser 4 still support BitmapMask and FX?

BitmapMask was removed; use the new Mask filter via sprite.filters.internal.addMask instead. Pre/post FX were unified into a single Filter system with internal and external lists that work on any game object or camera.

Why did my Phaser 4 shader break after upgrading?

The Shader game object now takes a ShaderQuadConfig object instead of individual parameters, and texture coordinates use GL orientation with Y=0 at the bottom. Shadertoy-style uniforms are no longer set automatically and must be configured manually.

What happened to Math.TAU and Geom.Point in Phaser 4?

Math.TAU now correctly equals PI * 2, so v3 code expecting PI / 2 must use the new Math.PI_OVER_2 constant. Geom.Point was removed entirely; use Phaser.Math.Vector2, which all geometry classes now return.

Which Phaser 3 features were removed in Phaser 4?

Removed features include Mesh and Plane game objects, the Camera3D and Layer3D plugins, Create.GenerateTexture, Math.SinCosTableGenerator, all legacy polyfills, and the bundled Spine plugins. Use the official Esoteric Software Spine plugin instead.