v3-to-v4-migration

Migrate Phaser v3 projects to Phaser 4 with a structured checklist.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/jallard-007/jallard-ca-server --skill v3-to-v4-migration-jallard-007
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: v3-to-v4-migration
Source: https://github.com/jallard-007/jallard-ca-server/tree/main/.github/skills/v3-to-v4-migration
Command: npx skills add https://github.com/jallard-007/jallard-ca-server --skill v3-to-v4-migration-jallard-007

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This migration guide helps Phaser developers upgrade from v3 to v4 by detailing breaking changes, renderer architecture shifts, and API updates to create a smooth transition.

Core Features & Use Cases

  • Renderer overhaul guidance from Pipelines to Render Nodes, with a practical migration checklist.
  • FX and Masks unified into the Filter system, with steps to adapt v3 FX and BitmapMask usage.
  • Tint system, camera matrix, texture coordinates, and lighting changes explained with concrete code examples.
  • DynamicTexture/RenderTexture handling updated to require render() calls and new capabilities like preserve and callback.
  • Shader API updates and GLSL loading changes to align with the v4 pipeline.
  • Guidance on removed Game Objects (Mesh, Plane) and removed plugins.
  • Migration checklist to track progress and validate updates across the codebase.

Quick Start

Begin by mapping v3 pipelines to render nodes, replacing FX with filters, updating camera and texture handling, and validating every scene against the migration 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 to Phaser 4?

Migrating Phaser 3 to Phaser 4 requires detailing breaking changes, renderer architecture shifts, and API updates. You can transition smoothly by mapping v3 pipelines to render nodes, replacing FX with filters, and validating scenes against a structured migration checklist.

What are the breaking changes in Phaser 4?

Breaking changes in Phaser 4 include the overhauled renderer architecture moving from Pipelines to Render Nodes, unified FX and Masks into the Filter system, updated tint and camera matrices, and the removal of Mesh and Plane Game Objects.

How does the Phaser 4 renderer architecture differ from Phaser 3?

The Phaser 4 renderer architecture shifts from Pipelines to Render Nodes. This overhaul changes how rendering processes are structured, requiring developers to map their existing v3 pipelines to the new node-based system during migration.

Do I need to update DynamicTexture and RenderTexture for Phaser 4?

Yes, DynamicTexture and RenderTexture handling requires updates in Phaser 4. You must implement explicit render() calls and adapt to new capabilities like preserve and callback to align with the updated pipeline architecture.

Can I use Phaser 3 BitmapMask and FX in Phaser 4?

Phaser 4 unifies FX and BitmapMask into the new Filter system. You cannot use v3 FX directly; you must adapt your existing FX and BitmapMask usage to the new Filter API to ensure proper rendering.

What is the best way to track progress when upgrading a large Phaser codebase?

The best way to upgrade a large Phaser codebase is using a structured migration checklist. This validates updates across your codebase, tracking code changes, testing, and asset adjustments for renderer pipelines, shaders, and lighting.