v4-new-features

Documents Phaser 4 rendering features including Filters, RenderNodes, GPU layers, and new game objects.

2|10|Updated Jul 28, 2026
One-click install
npx skills add https://github.com/kodingvibes/gamejam-2026 --skill v4-new-features-kodingvibes
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: v4-new-features
Source: https://github.com/kodingvibes/gamejam-2026/tree/main/participantes/jpyunism/.agents/skills/v4-new-features
Command: npx skills add https://github.com/kodingvibes/gamejam-2026 --skill v4-new-features-kodingvibes

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Phaser 4 replaces the v3 rendering engine with a new RenderNode graph, Filters system, and GPU-based layers, leaving developers without clear guidance on what changed and how to use the new APIs. ## Core Features & Use Cases - Filters and RenderNodes Reference: Explains how Filters replace v3 FX/BitmapMask and how RenderNodes replace Pipelines, with code examples for internal/external filters and custom render node roles. - New Game Objects: Covers CaptureFrame, Gradient, six Noise variants, SpriteGPULayer, and TilemapGPULayer with usage patterns and constraints. - New Components and Tint Modes: Documents the Lighting, RenderSteps, and RenderNodes components plus the new MULTIPLY, FILL, ADD, SCREEN, OVERLAY, and HARD_LIGHT tint modes. - Use Case: When building a Phaser 4 game that needs millions of sprites in one draw call, use this Skill to implement SpriteGPULayer correctly, including member population and lighting setup. ## Quick Start Explain how to use Phaser 4 SpriteGPULayer to render a large number of sprites with lighting enabled.

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, SpriteGPULayer, and TilemapGPULayer, plus Lighting and RenderSteps components and new tint modes.

How do I replace Phaser 3 FX with Phaser 4 Filters?▼

Call enableFilters() on the game object, then use filters.internal for object-local effects or filters.external for screen-space effects. For example, sprite.filters.internal.addGlow() replaces sprite.preFX.addGlow() from v3.

Does Phaser 4 SpriteGPULayer support multiple textures?▼

No, SpriteGPULayer supports a single texture per layer with no multi-atlas support. It renders up to millions of quads in one draw call, and members should be populated once since buffer updates are expensive.

What replaced Pipelines in Phaser 4?▼

RenderNodes replaced Pipelines in Phaser 4. Each RenderNode handles a single rendering task via a run() method, and game objects reference nodes through role-based maps like Submitter, Transformer, and Texturer.

What are the limitations of TilemapGPULayer in Phaser 4?▼

TilemapGPULayer supports only a single tileset with one texture image, orthographic tilemaps only, and a maximum of 4096x4096 tiles. Editing tiles requires a manual generateLayerDataTexture() call to update the layer.

How do I enable lighting on sprites in Phaser 4?▼

Call sprite.setLighting(true) instead of the v3 setPipeline('Light2D') approach. Self-shadowing is enabled with setSelfShadow(), and lighting works on Image, Sprite, Text, TilemapLayer, and most other game objects.