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.