v4-new-features

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

Updated Jun 10, 2026
One-click install
npx skills add https://github.com/mudman1986/quarterless --skill v4-new-features-mudman1986
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: v4-new-features
Source: https://github.com/mudman1986/quarterless/tree/main/.github/skills/v4-new-features
Command: npx skills add https://github.com/mudman1986/quarterless --skill v4-new-features-mudman1986

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Phaser 4 replaces the v3 rendering architecture (Pipelines, FX, BitmapMask) with a new RenderNode graph and Filters system, leaving developers unsure which APIs to use for effects, lighting, tinting, and high-performance rendering. ## Core Features & Use Cases - Filters and RenderNodes: Apply internal/external filters to any game object or camera, and override render node roles for custom rendering behavior. - New Game Objects: Use CaptureFrame, Gradient, Noise variants, SpriteGPULayer, and TilemapGPULayer for framebuffer capture, procedural visuals, and massive GPU-batched rendering. - Lighting and Tint Modes: Enable per-object lighting with self-shadowing and choose from seven tint modes including FILL, ADD, SCREEN, and OVERLAY. - Use Case: When building a Phaser 4 scene that needs a glowing sprite, a radial gradient background, and a million-particle GPU layer, consult this skill to get the correct v4 APIs instead of removed v3 calls like preFX or setPipeline. ## Quick Start Ask how to add a glow filter and lighting to a sprite in Phaser 4 and follow the v4 code examples provided.

Frequently Asked Questions about v4-new-features

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

FAQPage Schema
How do I add glow or blur effects to a sprite in Phaser 4?

In Phaser 4, call sprite.enableFilters() then use sprite.filters.internal.addGlow() or sprite.filters.external.addBlur(). The v3 preFX and postFX APIs are removed and replaced by this unified Filters system.

What replaces Pipelines in Phaser 4?

Pipelines are replaced by RenderNodes, where each node handles a single rendering task via a run() method. Game objects reference nodes through role-based maps like Submitter, Transformer, and Texturer, and you can override roles with setRenderNodeRole().

Does Phaser 4 support 2D lighting on sprites?

Yes, Phaser 4 supports lighting through the Lighting component. Call sprite.setLighting(true) instead of the v3 setPipeline('Light2D') approach, and optionally enable self-shadowing with setSelfShadow().

How do I render thousands of sprites efficiently in Phaser 4?

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

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. It is WebGL only, and edits require a manual generateLayerDataTexture() call to update.

Why does setTintFill not work 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(Phaser.TintModes.FILL) to choose the fill mode separately.