What changed in phaser from 3 to 4

4 releases numbered after v3.90.0 up to and including v4.2.1, stable releases only. v3.90.0 and v4.2.1 are the newest stable releases of 3 and 4 we track; this page follows them as new ones ship.

48 changes across 4 releases

Added 26

v4.2.0

  • New game config options render.alphaStrategy, render.stencil, and render.stencilAlphaStrategy for controlling alpha handling and stencil buffer creation
  • CustomContext game object to modify DrawingContext at render time, enabling stencil testing, alpha handling strategies, and GL scissor modification
  • Mesh2D game object to render textured triangles with batching support for regular sprites
  • Mesh2D#buildOrderedIndices method to precompute optimized index lists for triangle-to-quad arrangements with configurable optimization strategies
  • Mesh2D#useOrderedIndices and Mesh2D#setUseOrderedIndices to toggle between ordered and unordered index lists without rebuilding
  • Mesh2D#renderAsTriangles and Mesh2D#setRenderAsTriangles to render mesh as individual triangles via BatchHandlerTri
  • BatchHandlerTri render node to draw individual textured triangles as a batch, extending BatchHandlerQuad with a batchTriangles method
  • TransformerVertex render node now splits per-vertex run into setupMatrix and transformVertex to cache transform matrices for mesh rendering
  • Stencil game object as a persistent container whose contents modify the stencil buffer with operating modes including addLayer, subtractLayer, clear, and clearRegion
  • StencilReference game object to re-render a target Stencil with different settings
  • AlphaStrategy setting to use GLSL discard instead of alpha in shaders, with strategies including keep, dither, and threshold
  • BatchHandler render node now supports config option for topology to allow extended nodes to opt into different triangulation modes
  • DrawingContext now includes controls for alpha strategy, color writemask, and stencil parameters
  • WebGLGlobalWrapper now handles stencil write mask
  • TintModes.MULTIPLY_TWO tint mode using a secondary color for new tint effects
  • Game objects with Tint component now support second tint per corner with tint2TopLeft properties and setTint2() method
  • Mesh2D and Tile objects support constant tint via tint2
  • Timestep#setFPSLimit method to change the frame rate at runtime with proper property updates
  • Cone lights as directional light sources with coneEnabled, coneRotation, coneInnerAngle, and coneOuterAngle properties

v4.1.0

  • RenderConfig#mipmapRegeneration option allows certain framebuffer-based objects to use mipmaps if the game is configured to use mipmaps
  • Layer is now a true GameObject
  • Base filter Controller now has getPaddingCeil() method which returns the ceiling of the current padding

v4.0.0

  • Add Filter system with Blur, Glow, Shadow, Pixelate, ColorMatrix, Bloom, Vignette, Wipe, ImageLight, GradientMap, Quantize, and Blend filters
  • Add SpriteGPULayer to render millions of sprites in a single draw call with GPU-driven animations on position, rotation, scale, alpha, tint, and frame
  • Add TilemapGPULayer to render entire tilemap layers as a single quad with support for up to 4096 x 4096 tiles
  • Add new game objects: Gradient, Noise (Cell 2D/3D/4D, Simplex 2D/3D), CaptureFrame, and Stamp
Changed 9

v4.2.0

  • inTintEffect shader attribute changed from float to vec4 with encoding changed from float32 to four uint8s in ApplyTint shader addition
  • WebGLStencilParametersFactory now takes an extra writeMask parameter

v4.1.0

  • Filter controllers should use getPaddingCeil() instead of getPadding() for custom render nodes

v4.0.0

  • Replace v3 pipeline system with a new node-based renderer where each render node handles a single task with fully managed WebGL state and built-in context restoration
  • Unify FX and Masks from v3 into a single powerful Filter system applicable to any game object or camera
  • Overhaul tint system with six tint modes: MULTIPLY, FILL, ADD, SCREEN, OVERLAY, HARD_LIGHT, separating color and mode as distinct concerns
  • Improve lighting system to be activated with sprite.setLighting(true) with self-shadows and explicit light height support across most game objects
  • Implement cleaner config-based Shader API with #pragma GLSL directive support
  • Enhance TileSprite to support atlas frames and tile rotation
Fixed 13

v4.2.1

  • Stencil option stencilInvert now works correctly
  • Framebuffers now correctly clear stencil on use by enabling write mask by default
  • Remove inline access of Phaser namespace from CombineColorMatrix, ImageLight, and Texture to prevent breaking in ESM build
  • Fix ScaleManager not resizing to parent container
  • Correct AnimationManager get() return type in documentation
  • Tweens with a startDelay set now have their state updated from START_DELAY to ACTIVE

v4.1.0

  • Fix reversions in rounded rectangle handling
  • Remove duplicate function definition and exposed internal code docs from RectangleCanvasRenderer
  • Fix duplicate texture name resulting from RenderTexture#saveTexture
  • Fix framebuffers in filters and DynamicTextures using mipmaps incorrectly
  • Fix lack of default export in ESM build
  • Fix lack of Class and LOG_VERSION export in ESM build
  • Fix Utils.Array.GetRandom often returning null if only startIndex was specified

Original release notes, newest first

The list above is our reading of these notes; the originals from phaserjs are here, one fold per release.

v4.2.1Phaser v4.2.1
Version 4.2.1 - Giedi - 9th July 2026
Fixes
  • Stencil option stencilInvert works correctly (an alpha bug prevented it from having the intended effect)
  • Framebuffers now correctly clear stencil on use
    • The global stencil settings defaulted to deactivating the stencil write mask, so it couldn't actually run the clear process correctly. Write mask is now enabled by default, but is never triggered because default stencil operations keep existing values.
  • Remove inline access of Phaser namespace from CombineColorMatrix, ImageLight, and Texture. These would break in the ESM build. Thanks @scobo!
  • Fix ScaleManager not resizing to parent container. Fix #7213 (thanks @VijayVPatil13)
  • Docs: correct AnimationManager get() return type (thanks @samme)
  • Tweens with a startDelay set weren't having their state updated from START_DELAY to ACTIVE. This left them stuck in their initial state, even once the startDelay had elapsed. Fix #7093 (thanks @Bambosh)

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v4.2.0Phaser v4.2.0
Version 4.2.0 - Giedi - 19th June 2026
New Features
  • New game config options:
    • render.alphaStrategy: hint to shaders to handle alpha in different ways.
    • render.stencil: disable stencil buffer creation in a game, saving memory.
    • render.stencilAlphaStrategy: set the default alpha strategy used within Stencil objects, where regular alpha does nothing.
  • CustomContext game object is a container which can modify the DrawingContext at render time. This is an advanced rendering technique which reaches into the deep settings of the renderer. Potential uses include:
    • Toggling stencil testing
    • Selectively activating alpha handling strategies
    • Freehand GL scissor modification
  • Mesh2D game object renders textured triangles. It batches with regular sprites.
    • Mesh2D#buildOrderedIndices precomputes an optimized index list (Mesh2D#indicesOrdered) which arranges triangles into quad-forming pairs, synthesizing degenerate triangles where a triangle has no edge-sharing partner. You choose the optimization strategy (0 fast, 1 medium, 2 high), paying the cost once when the topology is stable. Use Mesh2D#useOrderedIndices (and Mesh2D#setUseOrderedIndices) to toggle between the ordered and unordered lists without rebuilding.
    • Mesh2D#renderAsTriangles (and Mesh2D#setRenderAsTriangles) renders the mesh as individual triangles via the new BatchHandlerTri render node, which is suitable for dynamic topology that cannot be optimized into quads.
  • BatchHandlerTri render node draws individual textured triangles (gl.TRIANGLES) as a batch. It extends BatchHandlerQuad, reusing its shader, vertex layout, and texture handling, and adds a batchTriangles method which accepts vertex and index arrays directly.
  • TransformerVertex render node now splits its per-vertex run into setupMatrix (build the transform matrix once per GameObject) and transformVertex (project a single vertex with the cached matrix). Mesh rendering uses this to avoid rebuilding the transform matrix for every vertex. run is unchanged for existing callers.
  • Stencil game object is a container whose contents modify the stencil buffer. This is a fast way to persistently mask the game canvas. There are many ways to combine stencils. The default approach is to add layers to the stencil mask.
    • Unlike stencil masks in Phaser 3, Stencil objects are universal, persistent, and support anything as a stencil source, so long as it draws pixels. Use sprites and filter outputs as stencil sources!
    • Operating modes include addLayer, subtractLayer, clear, and clearRegion. Add and subtract can be inverted.
  • StencilReference game object re-renders a target Stencil with different settings. This is useful for removing or reusing stencil geometry.
  • AlphaStrategy setting used in the render system allows you to use GLSL discard instead of alpha in many shaders. This is inefficient, but is useful for some effects and situations.
    • Game config can set a default alpha strategy.
    • Stencil and CustomContext allow you to set an alpha strategy.
    • Most Phaser shaders handle alpha strategy. Custom shaders must implement it themselves, but you can use compositing (filtersForceComposite) to run graphics through a compatible shader.
    • Strategies include:
      • keep: use alpha as normal.
      • dither: use a dithering algorithm to select pixels to discard.
      • threshold: discard all pixels below a certain alpha.
  • BatchHandler render node now has a config option for topology, allowing extended nodes to opt into different triangulation modes.
  • BatchHandlerTri render node renders textured triangles. It is used by Mesh2D in triangle rendering mode. This can be more efficient than attempting to compile triangles into quads, which is the default strategy.
  • DrawingContext adds more controls:
    • Alpha strategy
    • Color writemask
    • Stencil parameters
  • WebGLGlobalWrapper now handles stencil write mask.
  • WebGLStencilParametersFactory now takes an extra writeMask parameter.
  • TintModes.MULTIPLY_TWO is a new tint mode which uses a secondary color. This can create powerful new tint effects, such as fire or inversion.
    • To support this, the encoding of tint mode in shaders with the ApplyTint addition has been changed. The inTintEffect shader attribute has changed from a float to a vec4, and its encoding has changed from a float32 to four uint8s. This should only affect deep uses of the render system.
    • Game objects with the Tint component now support a second tint per corner (tint2TopLeft etc), and have a new method setTint2(). Additionally, the Mesh2D and Tile objects support constant tint via tint2. (TilemapGPULayer does not support tinting on tiles.)
  • Timestep#setFPSLimit method changes the frame rate at runtime. This method updates derived properties, making it safer than manually adjusting Timestep#fpsLimit.
New Feature: Cone Lights

Cone lights are standard Phaser dynamic lights restricted to a directional cone. They are useful for flashlights, lantern beams, vision cones, headlights, searchlights, and other focal light sources.

Cone lights run through the existing WebGL lighting shader. They do not require a mask, a second Camera, or rendering the map twice. Any Game Object that already works with Phaser lighting can be lit by a cone light.

Full details can be found in the Phaser 4 Cone Lights.md file in the docs folder in this repo.

  • Light.coneEnabled is a new boolean property that controls if the light is restricted to a cone.
  • Light.coneRotation is a new number property that sets the cone direction in radians.
  • Light.coneInnerAngle is a new number property that sets the inner cone angle in radians.
  • Light.coneOuterAngle is a new number property that sets the outer cone angle in radians.
  • Light.setCone is a new method that sets a Light to be a Cone light.
  • Light.setConeRotation is a new method that sets the cone light rotation.
  • Light.setConeAngles is a new method that sets the cone light inner and outer angles.
  • Light.disableCone is a new method that disables a cone light.
  • LightsManager.addConeLight is a new method that creates a cone-limited light.
  • The DefineLights GLSL shader gains two new uniforms: vec2 direction and vec3 cone.

Thanks to @FSDevelop for adding this feature.

Changes
  • GameObjects.Components.Filters now adds its RenderStep just before the core render method. This allows other steps to run beforehand.
  • WebGLStencilParametersFactory now defaults to:
    • enabled: true (stencil test is on by default; testing showed little performance impact)
    • func: gl.EQUAL (stencil test now passes if the stencil buffer is EQUAL to 0)
Fixes
  • Layer no longer has a duplicate RenderStep which does nothing.
  • SpriteGPULayer no longer tries to access global namespace for Phaser functionality, which can cause a crash in modules.
  • SpriteGPULayer no longer has a Mask component, as it's a Canvas feature but the object is WebGL only.
  • DrawingContext no longer attempts to unbind textures based on the game canvas, which cannot exist and just wastes time.
  • A Blitter will now call destroy on its Bob Game Objects as part of its own destroy process. Fix #7292 (thanks @samme)
  • Fixed a bug where the Line width and height values were not being updated after a call to setTo(). Fix #7270 (thanks @samme)
  • Phaser.Math.Pow2 now exports GetPowerOfTwo, IsSizePowerOfTwo and IsValuePowerOfTwo. Fix #7309 (thanks @Visualizeit )

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v4.1.0Phaser v4.1.0
Version 4.1.0 - Salusa - 30th April 2026
New Features
  • RenderConfig#mipmapRegeneration option allows certain framebuffer-based objects to use mipmaps if the game is configured to use mipmaps. This has a cost because mipmaps must be recreated after every change. Currently it only applies to DynamicTextures; Filters cannot render mipmaps. Thanks @Flow!
  • Layer is now a true GameObject. This fixes numerous small inconsistencies, and some big issues such as Filters not working. Thanks @rexrainbow for reporting the initial issue!
  • The base filter Controller now has getPaddingCeil(), which returns the ceiling of the current padding. This is mostly used internally to avoid quality loss from fractional padding. If your code calls getPadding() on a filter controller (typically in a custom render node), you should replace it with getPaddingCeil().
Fixes
  • Fix reversions in rounded rectangle handling. Thanks @laineus!
  • Remove duplicate function definition and exposed internal code docs from RectangleCanvasRenderer.
  • Fix duplicate texture name resulting from RenderTexture#saveTexture. Thanks @UnaiNeuronUp!
  • Fix framebuffers (in filters and DynamicTextures) using mipmaps incorrectly. Now filters do not render with mipmaps. Thanks @Flow!
  • Fix lack of default export in ESM build. Thanks @kibertoad!
  • Fix lack of Class and LOG_VERSION export in ESM build. Thanks to many users including @Flow and @rex for helping investigate this!
  • Fix Utils.Array.GetRandom often returning null if only startIndex was specified. Now it always returns an array element if part of the array is within range, as documented.

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v4.0.0Phaser v4.0.0

After years of development, Phaser 4 is here. This is the biggest release in Phaser's history - a ground-up rebuild of the WebGL renderer with a completely new architecture, while keeping the API you know and love.

Highlights
  • New Render Node Architecture - The v3 pipeline system has been replaced with a clean, node-based renderer. Each render node handles a single task, WebGL state is fully managed, and context restoration is built in. Faster, more reliable, and much easier to extend.
  • Unified Filter System - FX and Masks from v3 are now a single, powerful Filter system. Apply filters to any game object or camera with no restrictions. Ships with Blur, Glow, Shadow, Pixelate, ColorMatrix, Bloom, Vignette, Wipe, ImageLight, GradientMap, Quantize, Blend, and many more.
  • SpriteGPULayer - Render a million sprites in a single draw call, up to 100x faster than standard rendering. GPU-driven animations on position, rotation, scale, alpha, tint, and frame.
  • TilemapGPULayer - Render an entire tilemap layer as a single quad. Per-pixel shader cost means up to 4096 x 4096 tiles with no performance penalty. Perfect texture filtering with no seams.
  • Overhauled Tint System - Six tint modes: MULTIPLY, FILL, ADD, SCREEN, OVERLAY, HARD_LIGHT. Color and mode are now separate concerns.
  • New Game Objects - Gradient, Noise (Cell 2D/3D/4D, Simplex 2D/3D), CaptureFrame, and Stamp.
  • Improved Lighting - As simple as sprite.setLighting(true). Self-shadows, explicit light height, works across most game objects.
  • Shader and TileSprite Improvements - Cleaner config-based Shader API, #pragma GLSL directives, TileSprite now supports atlas frames and tile rotation.
  • AI Agent Skills - 28 comprehensive skill files included in the repository covering every major Phaser subsystem, plus a dedicated v3 to v4 migration skill. Point your AI coding agent at the skills/ folder for deep Phaser 4 knowledge.
Install
npm install phaser
Links
Thank You

Phaser wouldn't have been possible without the fantastic support of the community. Thank you to everyone who supports our work, who shares our belief in the future of HTML5 gaming, and Phaser's role in that.

Happy coding everyone!

Rich and the whole team at Phaser Studio

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