What problem does it solve? Upgrading a Phaser 3 project to Phaser 4 involves dozens of breaking changes across the renderer, FX system, tinting, cameras, shaders, and geometry APIs, and missing any one of them can silently break a game. This Skill provides a complete, organized reference of every breaking change with before-and-after code examples and a migration checklist. ## Core Features & Use Cases - Renderer migration guidance: Explains the replacement of v3 WebGL pipelines with v4 render nodes, including how to register custom render nodes via RenderConfig. - API change mappings: Provides side-by-side v3/v4 code conversions for filters (replacing FX and BitmapMask), the tint system, camera matrices, DynamicTexture, shaders, lighting, and the Point-to-Vector2 geometry migration. - Removal inventory and checklist: Catalogs removed game objects (Mesh, Plane), plugins (Camera3D, Spine bundles), utilities (Create.GenerateTexture, polyfills), and ends with a 26-item actionable migration checklist. - Use Case: A developer upgrading an existing Phaser 3 game asks why sprite.setTintFill() no longer works; the Skill explains the new setTint().setTintMode(Phaser.TintModes.FILL) pattern and flags related tint behavior changes. ## Quick Start Ask the assistant to migrate your Phaser 3 project to Phaser 4 and walk through the breaking changes affecting your code.