render-textures

Guidance for drawing game objects into textures that can be shown or reused in Phaser 4. A texture is an image stored for later display; off-screen means drawing it before showing the result.

In plain words
What is it for?
Use it to draw or stamp images onto RenderTexture or DynamicTexture objects, create shared textures, capture snapshots, and build minimaps or generated graphics.
Why use it?
It helps create composed images, procedural visuals, snapshots, and minimaps without placing every source object directly in the main scene.

Skill for Claude CodeCodex

Install

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.

agentmods
npx agentmods add skills/phaserjs/phaser/render-textures
Any agent
npx skills add phaserjs/phaser --skill render-textures
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

Made for: Claude Code, Codex.

Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,523 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00059 $0.04523
Opus 5 $0.00030 $0.02261
Sonnet 5 $0.00012 $0.00905
Haiku 4.5 $0.00006 $0.00452

Measured yesterday against content hash 9c44b258b4b6, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

render-textures 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 yesterday.

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.

skills/render-textures/SKILL.md · 442 lines

How it starts

The opening of the file, as written. The whole thing — 442 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Render Textures and Dynamic Textures

Drawing game objects to off-screen textures in Phaser 4 -- RenderTexture game object, DynamicTexture for shared textures, the Stamp helper, command-buffer rendering, snapshots, procedural generation, and minimap patterns.

Key source paths: src/gameobjects/rendertexture/, src/textures/DynamicTexture.js, src/gameobjects/stamp/, src/textures/typedefs/StampConfig.js, src/textures/typedefs/CaptureConfig.js Related skills: ../sprites-and-images/SKILL.md, ../loading-assets/SKILL.md, ../cameras/SKILL.md

Quick Start

// In a Scene's create() method:

// 1. RenderTexture -- a visible game object with its own DynamicTexture
const rt = this.add.renderTexture(400, 300, 256, 256);
rt.draw('player', 128, 128);          // draw a texture by key at center
rt.fill(0x222244, 0.5);               // semi-transparent fill
rt.render();                           // flush the command buffer

// 2. DynamicTexture -- a shared texture in the Texture Manager
const dt = this.textures.addDynamicTexture('composite', 512, 512);
dt.stamp('coin', null, 64, 64, { scale: 2, angle: 45 });
dt.render();
this.add.image(400, 300, 'composite'); // any game object can use it

// 3. Stamp game object -- lightweight Image that ignores camera scroll
const hud = this.add.stamp(10, 10, 'heart');

Core Concepts

RenderTexture vs DynamicTexture

Phaser 4 splits texture-drawing into two layers:

RenderTexture DynamicTexture
What it is Image game object + auto-created DynamicTexture Texture in the Texture Manager
Created via this.add.renderTexture(x, y, w, h) this.textures.addDynamicTexture(key, w, h)
Visible on its own Yes (it extends Image) No (must be assigned to a game object)
Shared across objects Possible via saveTexture(key) Yes, by key
Cross-scene use No (belongs to one Scene) Yes (textures are global)
Has position/scale/alpha Yes (all Image components) No (it is a Texture, not a GameObject)

Read the full file on GitHub · 442 lines

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. yesterday First seen · 442 lines · 59 tokens per session scan A 9c44b258b4b6

Subscribe to this mod's changes

render-textures is a skill published in the GitHub repository phaserjs/phaser (40,232 stars, last pushed 11d ago), licensed MIT. It adds 59 tokens to every session and 4,523 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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