What problem does it solve? Upgrading a Phaser 3 project to Phaser 4 involves dozens of breaking changes across the renderer, FX system, tint, cameras, textures, shaders, and removed APIs, and missing any one of them produces subtle runtime bugs or broken builds. ## Core Features & Use Cases - Complete breaking-change reference: Covers pipelines-to-render-nodes, FX/masks to filters, the new tint system, camera matrix changes, GL texture orientation, DynamicTexture render() calls, Shader API rewrites, and removed game objects. - Code conversion examples: Provides before/after snippets for common migrations such as setTintFill to setTintMode, BitmapMask to the Mask filter, and setPipeline('Light2D') to setLighting(true). - Migration checklist: A 26-item checklist to track progress through an upgrade. - Use Case: A developer upgrading a Phaser 3 browser game to Phaser 4 asks which APIs changed; the skill walks them through replacing Geom.Point with Vector2, updating Math.TAU usage, and re-compressing textures for the new Y-axis orientation. ## Quick Start Use the v3-to-v4-migration skill to review my Phaser 3 project and list every breaking change I need to fix for Phaser 4.