Phaser 3.60.0 Beta 3

Published on 27th October 2021

Phaser 3.60.0 Beta 3 is now available on GitHub and npm:

https://github.com/photonstorm/phaser/releases/tag/v3.60.0-beta.3

If you want to get it from npm, use the beta tag as seen on this page:

https://www.npmjs.com/package/phaser/v/3.60.0-beta.3

I've been working hard on fixing some of the biggest issues on GitHub and this beta is the result. I have also added support for Compressed Textures to work with Multi Texture Atlases, as created by Texture Packer, and even Normal Maps.

There are lots of updates to the way Sprite FX Pipelines work and masses of other quality of life features across the docs and TypeScript definitions.

If you're building a game in 3.55 then please do try this beta and let me know what happens! It should be a simple drop-in replacement, but let me know on GitHub if not.

iOS15 woes

I'm aware that several of you are suffering from issues with iOS15. This new release bought a Metal powered WebGL upgrade which killed a lot of Phaser and Pixi content with it, and likely other frameworks, too.

It's a really tricky one to resolve. I've been going through the Phaser 3 examples and on the whole, they're working fine. I've found nothing that crashes Safari, yet. I have found a few that seem to run slower but I'll need to re-check them under iOS14 to compare.

If you've got a game, or even better, a test case that demonstrates iOS15 blowing up, then please, please let me know about it. I have to be able to run it in the browser, if it's a Cordova app then there's very little I can do (and you should try and seek support from the Cordova community). It would be nice to see if we can open some more Webkit bug reports about this but only if they have test cases they can debug with.

Aside from this, everything is going really well. I'm going to carry on smashing through as many GitHub issues as I can to ensure 3.60 is as solid as I can make it.

In the meantime, please do test it and come join us on Discord with your results.

Phaser 3.60.0 Beta 3 is now available on GitHub and npm:

https://github.com/photonstorm/phaser/releases/tag/v3.60.0-beta.3

If you want to get it from npm, use the beta tag as seen on this page:

https://www.npmjs.com/package/phaser/v/3.60.0-beta.3

I've been working hard on fixing some of the biggest issues on GitHub and this beta is the result. I have also added support for Compressed Textures to work with Multi Texture Atlases, as created by Texture Packer, and even Normal Maps.

There are lots of updates to the way Sprite FX Pipelines work and masses of other quality of life features across the docs and TypeScript definitions.

If you're building a game in 3.55 then please do try this beta and let me know what happens! It should be a simple drop-in replacement, but let me know on GitHub if not.

iOS15 woes

I'm aware that several of you are suffering from issues with iOS15. This new release bought a Metal powered WebGL upgrade which killed a lot of Phaser and Pixi content with it, and likely other frameworks, too.

It's a really tricky one to resolve. I've been going through the Phaser 3 examples and on the whole, they're working fine. I've found nothing that crashes Safari, yet. I have found a few that seem to run slower but I'll need to re-check them under iOS14 to compare.

If you've got a game, or even better, a test case that demonstrates iOS15 blowing up, then please, please let me know about it. I have to be able to run it in the browser, if it's a Cordova app then there's very little I can do (and you should try and seek support from the Cordova community). It would be nice to see if we can open some more Webkit bug reports about this but only if they have test cases they can debug with.

Aside from this, everything is going really well. I'm going to carry on smashing through as many GitHub issues as I can to ensure 3.60 is as solid as I can make it.

In the meantime, please do test it and come join us on Discord with your results.