v4-new-features

Documents new game objects, components, and rendering features introduced in Phaser 4.

465|41|Updated Aug 4, 2026
One-click install
npx skills add https://github.com/autonomous-ai/openharness --skill v4-new-features-autonomous-ai
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: v4-new-features
Source: https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/v4-new-features
Command: npx skills add https://github.com/autonomous-ai/openharness --skill v4-new-features-autonomous-ai

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Phaser 4 replaces core v3 systems like Pipelines, FX, and BitmapMask with a new RenderNode architecture and Filters system, leaving developers unsure which APIs to use. This Skill provides a complete reference for every new feature so you can adopt v4 capabilities correctly. ## Core Features & Use Cases - New Game Objects: Implement CaptureFrame, Gradient, Noise variants, SpriteGPULayer, and TilemapGPULayer with working code examples. - Rendering Architecture: Understand RenderNodes replacing Pipelines, Filters replacing FX and BitmapMask, and the new Lighting and RenderSteps components. - New Tint Modes: Apply MULTIPLY, FILL, ADD, SCREEN, OVERLAY, and HARD_LIGHT tint modes via setTintMode. - Use Case: You want to render millions of sprites efficiently in Phaser 4. Use this Skill to learn SpriteGPULayer's single-draw-call GPU buffer approach, including member management and lighting integration. ## Quick Start Explain how to use the new SpriteGPULayer and Filters system in Phaser 4 with example code.

Frequently Asked Questions about v4-new-features

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
What are the new features in Phaser 4?

Phaser 4 adds Filters replacing FX and BitmapMask, RenderNodes replacing Pipelines, new game objects like CaptureFrame, Gradient, Noise variants, SpriteGPULayer, and TilemapGPULayer, plus Lighting and RenderSteps components and new tint modes like FILL, ADD, and OVERLAY.

How do I replace Phaser 3 pipelines in Phaser 4?

Phaser 4 replaces Pipelines with RenderNodes, where each node handles a single rendering task via its run method. Register custom nodes with renderer.renderNodes.addNodeConstructor and assign them to game objects using setRenderNodeRole.

How do I render millions of sprites in Phaser 4?

Use SpriteGPULayer, which renders up to millions of quads in a single draw call via a static GPU buffer. Populate members once at creation since buffer updates are expensive, and hide members by setting scale or alpha to zero.

Does Phaser 4 still support preFX and postFX?

No, Phaser 4 replaces preFX and postFX with the Filters system. Call sprite.enableFilters() then use sprite.filters.internal for object-local effects or sprite.filters.external for screen-space effects.

Why is setTintFill not working in Phaser 4?

setTintFill is a deprecated no-op in Phaser 4 that only logs a console error. Instead call setTint to set the color and setTintMode with Phaser.TintModes.FILL to replicate the old fill behavior.

What are the limitations of TilemapGPULayer in Phaser 4?

TilemapGPULayer supports only a single tileset with one texture, orthographic maps, and a maximum of 4096x4096 tiles. Editing tiles requires a manual generateLayerDataTexture call, and it is WebGL only.