v3-to-v4-migration

Guides migration of Phaser 3 projects to Phaser 4 with breaking-change references and a checklist.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Upgrading a Phaser 3 game 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 project. This Skill provides a structured, top-to-bottom migration reference so developers can systematically update their v3 code. ## Core Features & Use Cases - Renderer Migration: Explains the replacement of v3 WebGL pipelines with the new RenderNode architecture and how to register custom render nodes. - API Conversion Tables: Provides before-and-after code snippets for tint modes, filters replacing FX/masks, camera matrices, Vector2 replacing Geom.Point, and the corrected Math.TAU constant. - Migration Checklist: Ships a 25-item checklist covering removed game objects, plugins, polyfills, DynamicTexture render calls, and texture coordinate orientation. - Use Case: A developer upgrading an existing Phaser 3 game asks what broke in v4, and receives targeted guidance such as replacing setTintFill() with setTint().setTintMode(Phaser.TintModes.FILL) and swapping BitmapMask for the Mask filter. ## Quick Start Ask the assistant to walk through migrating your Phaser 3 project to Phaser 4, starting with the renderer and FX changes.

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 WebGL pipelines with render nodes, convert FX and masks to filters, update tint and camera code, then finish with the 25-item migration checklist to catch remaining issues.

What replaced Phaser 3 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.

How do I replace setTintFill in Phaser 4?

Replace setTintFill(0xff0000) with setTint(0xff0000).setTintMode(Phaser.TintModes.FILL). The tintFill property and setTintFill method were removed, and Phaser.TintModes now enumerates MULTIPLY, FILL, ADD, SCREEN, OVERLAY, and HARD_LIGHT.

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 sprite.filters.internal.addMask(maskObject) instead of BitmapMask, and replace removed FX like Bloom with Phaser.Actions.AddEffectBloom().

Why did my Phaser 4 code using Math.TAU break?

Math.TAU changed meaning in v4: it now equals PI * 2 instead of PI / 2. Replace old TAU usage with Math.PI_OVER_2 for PI / 2, and replace the removed Math.PI2 with the new Math.TAU.

What game objects were removed in Phaser 4?

Mesh and Plane were removed, along with the Camera3D and Layer3D plugins, the phaser-ie9.js entry point, Create.GenerateTexture, and all legacy polyfills. Bundled Spine plugins are also deprecated in favor of the official Esoteric Software plugin.