phaser-v4-new-features

phaser-v4-new-features is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 124 tokens per session (3,928 once invoked), scanned A, a copy of v4-new-features, MIT.

A guide to the new visual effects and rendering tools in Phaser 4, including filters, lighting, gradients, noise, and GPU-based layers. It also explains how several Phaser 3 features were replaced.

In plain words
What is it for?
Use it when adding visual effects, capturing frames, using tilemaps or sprites with GPU rendering, or learning what changed in the Phaser 4 renderer.
Why use it?
It helps you understand which rendering tools to use in Phaser 4 and how to update code written for Phaser 3.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is **Migrating from v3?** See the [v3 to v4 Migration Guide](../phaser-v3-to-v4-migration/SKILL.md) for step-by-step code changes, removed APIs, and a migration ch.

Good fit Use it when adding visual effects, capturing frames, using tilemaps or sprites with GPU rendering, or learning what changed in the Phaser 4 renderer.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio
agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-v4-new-features

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for phaser-v4-new-features

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-v4-new-features/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-v4-new-features)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-v4-new-features"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-v4-new-features/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.

agentmods 80×15 button for phaser-v4-new-features

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-v4-new-features"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-v4-new-features.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 124 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,928 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 94% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00124 $0.03928
Opus 5 $0.00062 $0.01964
Sonnet 5 $0.00025 $0.00786
Haiku 4.5 $0.00012 $0.00393

Measured 8d ago against content hash 9546ef23965f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

phaser-v4-new-features 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.

Origin

This is a copy

94% identical to v4-new-features — 14 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.

.agents/skills/phaser-v4-new-features/SKILL.md · 385 lines

How it starts

The opening of the file, as written. The whole thing — 385 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Phaser 4 New Features

New features and capabilities in Phaser 4: Filters (replacing FX/BitmapMask), RenderNodes (replacing Pipelines), CaptureFrame, Gradient, Noise game objects, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes.

Related skills: ../phaser-v3-to-v4-migration/SKILL.md, ../phaser-filters-and-postfx/SKILL.md, ../phaser-game-object-components/SKILL.md, ../phaser-tilemaps/SKILL.md

Migrating from v3? See the v3 to v4 Migration Guide for step-by-step code changes, removed APIs, and a migration checklist.

Overview: What Changed in v4

Phaser 4 is a complete overhaul of the WebGL rendering engine. The v3 renderer let each subsystem manage WebGL state independently, causing conflicts (e.g. certain FX breaking Masks). v4 centralizes WebGL state management through a RenderNode graph, where each node handles exactly one rendering task.

Key Removals

v3 Feature v4 Replacement
Pipeline RenderNode (per-task rendering nodes)
FX (preFX / postFX) Filters (filters.internal / filters.external)
BitmapMask FilterMask (via filters system)
GeometryMask (WebGL) FilterMask (Canvas still uses GeometryMask)
Derived FX: Bloom, Circle, Gradient, Shine Actions (AddEffectBloom, AddEffectShine, AddMaskShape) or GameObjects
Mesh and Plane Removed (proper 3D planned for future)
Point Use Vector2 instead

Key Additions

  • New GameObjects: CaptureFrame, Gradient, Noise, NoiseCell2D/3D/4D, NoiseSimplex2D/3D, SpriteGPULayer, Stamp, TilemapGPULayer
  • New Components: Lighting, RenderSteps, RenderNodes
  • New Tint Modes: MULTIPLY, FILL, ADD, SCREEN, OVERLAY, HARD_LIGHT
  • New Filters: Blend, Blocky, CombineColorMatrix, GradientMap, ImageLight, Key, Mask, NormalTools, PanoramaBlur, ParallelFilters, Quantize, Sampler, Threshold
  • GL Orientation: v4 uses standard GL orientation (Y=0 at bottom for textures)

Read the full file on GitHub · 385 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

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.

  1. 8d ago First seen · 385 lines · 124 tokens per session scan A 9546ef23965f

Subscribe to this mod's changes

phaser-v4-new-features is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 124 tokens to every session and 3,928 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to v4-new-features, differing in 14 lines, and is treated as a copy.

Related

Other skills, from other repositories

game-development

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

travisjneuman/.claude · 34 tokens

ar-vr-xr

AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.

travisjneuman/.claude · 50 tokens

sdf

SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for .sdf files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use…

earthtojake/text-to-cad · 88 tokens

unity-agent-workflows

Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…

hashgraph-online/awesome-codex-plugins · 146 tokens

using-bgs-archive

Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".

hashgraph-online/awesome-codex-plugins · 75 tokens

ai-ml-development

AI and machine learning development with PyTorch, TensorFlow, and LLM integration. Use when building ML models, training pipelines, fine-tuning LLMs, or implementing AI features.

travisjneuman/.claude · 43 tokens