Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add bullish0x/GameStudio --skill phaser-v3-to-v4-migrationgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-v3-to-v4-migration)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-v3-to-v4-migration"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-v3-to-v4-migration/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-v3-to-v4-migration"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-v3-to-v4-migration.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00120 | $0.04807 |
| Opus 5 | $0.00060 | $0.02403 |
| Sonnet 5 | $0.00024 | $0.00961 |
| Haiku 4.5 | $0.00012 | $0.00481 |
Grade A, and why
phaser-v3-to-v4-migration scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to v3-to-v4-migration — 4 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 431 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phaser v3 to v4 Migration Guide
This guide covers everything you need to change when upgrading a Phaser v3 project to Phaser v4. It is organized from highest-impact changes to smaller details, so you can work through it top-to-bottom.
Related skills: ../phaser-v4-new-features/SKILL.md, ../phaser-game-setup-and-config/SKILL.md, ../phaser-filters-and-postfx/SKILL.md
Table of Contents
- Renderer: Pipelines to Render Nodes
- Canvas Renderer Deprecated
- FX and Masks are now Filters
- Tint System
- Camera System
- Texture Coordinates and GL Orientation
- DynamicTexture and RenderTexture
- Shader API
- GLSL Loading
- Lighting
- TileSprite
- Graphics and Shape
- Geometry: Point Replaced by Vector2
- Math Constants
- Data Structures
- Round Pixels
- Removed Game Objects
- Removed Plugins and Entry Points
- Removed Utilities and Polyfills
- Spine Plugins
- Miscellaneous Breaking Changes
- Migration Checklist
1. Renderer: Pipelines to Render Nodes
Phaser v4 contains a brand-new WebGL renderer. The entire rendering pipeline from v3 has been replaced. This is the single biggest change in v4.
What was removed:
The v3 Pipeline system has been removed entirely. Pipelines frequently held multiple responsibilities (e.g. the Utility pipeline handled various different rendering tasks) and each had to manage WebGL state independently, leading to conflicts where one pipeline could break another's assumptions.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 8d ago First seen · 431 lines · 120 tokens per session scan A 0b8120531549
phaser-v3-to-v4-migration is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 120 tokens to every session and 4,807 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to v3-to-v4-migration, differing in 4 lines, and is treated as a copy.
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