What problem does it solve?
Phaser 4 developers need a clear, practical map of what’s new—especially rendering changes—so they can choose the right objects, components, and migration paths instead of guessing API differences from v3.
Core Features & Use Cases
- Filters replacing FX/BitmapMask: Apply shader-based visual effects using internal vs external passes to any supported object or camera.
- RenderNodes replacing Pipelines: Understand the RenderNode graph model (roles, batching, submitters/transformers/texturers) and how to extend it with custom nodes.
- New GPU-capable objects and components: Use CaptureFrame, Gradient, Noise variants, SpriteGPULayer, and TilemapGPULayer alongside Lighting, RenderSteps, and new tint modes.
- Practical v3-to-v4 orientation: Find the key removals/additions and use the referenced v3 migration skill to reduce integration risk.
Quick Start
Use the v4-new-features skill to identify the correct Phaser 4 replacements for rendering features you used in v3 (like FX/Pipelines) and to map them to Filters, RenderNodes, GPU layers, and updated tint modes.