What problem does it solve?
Phaser 4 users need a clear, practical map of what changed and how to use the new rendering system and flagship game objects without getting lost in migration notes.
Core Features & Use Cases
- Filters system (replaces FX/BitmapMask): Apply shader-based effects consistently with internal vs external execution for correct performance tradeoffs.
- RenderNodes (replaces Pipelines): Understand how to customize rendering roles, extend render node behavior, and avoid v3-style renderer state conflicts.
- New GPU-first capabilities: Use CaptureFrame, Gradient, Noise, SpriteGPULayer, and TilemapGPULayer, plus the Lighting, RenderSteps, and RenderNodes components.
- New tint modes: Select explicit tint behaviors like MULTIPLY, FILL, ADD, SCREEN, OVERLAY, and HARD_LIGHT for more control than v3.
Quick Start
Use the v4-new-features skill to learn how to convert your v3 FX/Mask usage into v4 Filters and RenderNodes, then apply new tint modes to update visuals in a Phaser 4 project.