v4-new-features

A reference guide to new features in Phaser 4, a JavaScript framework for making games. It explains changes to graphics rendering, visual effects, lighting, tilemaps, and related game objects.

In plain words
What is it for?
Use it when looking up Phaser 4 features such as filters, RenderNodes, frame capture, gradients, noise, lighting, GPU layers, render steps, and tint modes.
Why use it?
It helps developers understand what Phaser 4 adds and how its rendering system differs from Phaser 3. This reduces guesswork when choosing or using the newer features.

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/v4-new-features
Any agent
npx skills add phaserjs/phaser --skill v4-new-features
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

Made for: Claude Code, Codex.

Per session 122 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,887 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 $0.00122 $0.03887
Opus 5 $0.00061 $0.01944
Sonnet 5 $0.00024 $0.00777
Haiku 4.5 $0.00012 $0.00389

Measured 2d ago against content hash 6b4e2ae40e31, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

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 2d 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.

skills/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: ../v3-to-v4-migration/SKILL.md, ../filters-and-postfx/SKILL.md, ../game-object-components/SKILL.md, ../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. 2d ago First seen · 385 lines · 122 tokens per session scan A 6b4e2ae40e31

Subscribe to this mod's changes

v4-new-features is a skill published in the GitHub repository phaserjs/phaser (40,246 stars, last pushed 12d ago), licensed MIT. It adds 122 tokens to every session and 3,887 once invoked, about $0.0006 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.

Related

Other skills, from other repositories

THREE.Terrain

Use this guide when an agent must build, modify, inspect, or document a terrain scene with THREE.Terrain. The library creates heightmapped Three.js terrain and provides procedural generators, filters, material blending, decoration tools, grass, image conversion, analysis, and seeded randomness.

IceCreamYou/THREE.Terrain · 0 tokens

onejs-setup-and-overview

Use this skill whenever the user wants to build or set up user interface in a Unity project using OneJS, React, TypeScript, or JSX, e.g. 'add a main menu to my game', 'build a settings screen', 'make a HUD', 'set up OneJS', 'my OneJS panel is blank', 'the UI is not hot reloading'. Covers confirming OneJS is installed…

Singtaa/OneJS · 199 tokens

PuerTS Agent Development Guide

Guide for developing LLM agents based on PuerTsAgent framework — covers resource directory structure, system-prompt, skills, builtin modules, and best practices.

Tencent/puerts · 39 tokens

Install PuerTS for Unity

Guide for downloading and installing PuerTS UPM packages into a Unity project — covers version selection, package dependencies, download/extract and git URL installation methods, and Editor Assistant setup.

Tencent/puerts · 44 tokens

puerts_changelogs

指引如何为 puerts 项目编写 Unity 和 Unreal 的 changelog.

Tencent/puerts · 22 tokens

vtj-ui-integration

Integrates Vue UI with Three.js while maintaining strict separation. Use when building HUDs, menus, or handling UI-to-scene communication via events.

hexianWeb/Third-Person-MC · 36 tokens