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.