v3-to-v4-migration

Guides migration of Phaser 3 game code to Phaser 4 APIs and renderer.

Updated Jun 10, 2026
One-click install
npx skills add https://github.com/mudman1986/quarterless --skill v3-to-v4-migration-mudman1986
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: v3-to-v4-migration
Source: https://github.com/mudman1986/quarterless/tree/main/.github/skills/v3-to-v4-migration
Command: npx skills add https://github.com/mudman1986/quarterless --skill v3-to-v4-migration-mudman1986

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Upgrading a Phaser 3 project to Phaser 4 involves many breaking changes across the renderer, FX system, tint, cameras, textures, shaders, and removed APIs, and this Skill provides a structured reference so nothing is missed. ## Core Features & Use Cases - Breaking Change Reference: Covers the pipeline-to-render-node rewrite, FX/masks unification into filters, tint modes, camera matrix changes, GL texture orientation, and removed game objects. - Code Conversion Examples: Provides before-and-after snippets for common migrations such as setTintFill to setTintMode, BitmapMask to Mask filter, and Geom.Point to Vector2. - Migration Checklist: Includes a complete checkbox list to track progress across all 21 change areas. - Use Case: A developer upgrading an existing Phaser 3 game asks what breaks in v4 and receives step-by-step guidance, including recompressing textures for the new Y-axis orientation and replacing custom pipelines with render nodes. ## Quick Start Ask the assistant to review your Phaser 3 project and list every change needed to migrate it to Phaser 4.

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?

Work through the breaking changes from highest impact down: replace custom pipelines with render nodes, convert FX and masks to filters, update tint and camera code, then follow the migration checklist to verify each area.

What replaced WebGL pipelines in Phaser 4?

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

Does Phaser 4 still support BitmapMask and the FX system?

No, BitmapMask was removed and FX were unified into the Filter system with internal and external filter lists. Use the Mask filter instead of BitmapMask, and Action helpers like AddEffectBloom for removed FX.

Why do my compressed textures look wrong after upgrading to Phaser 4?

Phaser 4 uses GL texture orientation where Y=0 is at the bottom. Compressed textures must be re-compressed with a flip Y option, while standard PNG and JPG images are handled automatically.

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

Geom.Point was removed and all geometry classes now return Vector2 instances. Math.TAU now correctly equals PI times 2, so old TAU usage meaning PI over 2 should switch to Math.PI_OVER_2.