The fourth beta release of Phaser 4 delivers essential fixes to the Arcade Physics engine, resolving several issues with group collision detection including nearest
and furthest
calculations. The static group refresh mechanism has been overhauled, and the engine now handles failed texture creation in addBase64()
with proper error management.
Under the hood, the rendering pipeline sees multiple improvements with a streamlined RenderSteps initialization process and corrected Layer implementation. We've restored separate axis camera zoom functionality and addressed precision issues in filter padding calculations, particularly for internal filter offset handling. A persistent shader switching bug occurring in scenes containing both TilemapLayer and TileSprite objects has been eliminated.
You can use Phaser v4 Beta 4 right now in the Phaser Sandbox.
Get Phaser v4 Beta 4 now from GitHub or install via npm:
npm install phaser@beta
We're on the final path to the full Phaser 4 release. We've identified a couple more issues that need resolving, but aside from this it's mostly tidying up and lots and lots of testing left. If you find anything broken, please tell us in Discord or open an issue on GitHub. As it stands, we will have the final version out during February 2025.