Phaser 3.16 Released

Phaser 3.16 has just been replaced, and this is the biggest update in Phaser 3’s history, finally bringing the open source HTML5 game frame work 100% feature completion.  Major aspects of this release include a new ScaleManager for multi-resolution support, a complete overhaul to the input handling systems (keyboard, touch and mouse), the ability to dynamically load scenes, improved documentation and Typescript definitions, hundreds of fixes and much more.  This release also contains several breaking changes, so be sure to take a good long read through the changelog before upgrading your existing Phaser 3 application.

I’m pleased to announce that Phaser 3.16 is now available. This version represents a significant milestone in the project as Phaser 3 is now 100% feature complete with all of the initially planned systems now in place. The most significant additions in 3.16 is the overhaul of the Input event handling, the long-awaited introduction of the Scale Manager, and the Extern Game Object, which allows for 3rd party rendering support, as required by Spine. Spine animation support is being handled exclusively through a Phaser Plugin. The current build of the Spine plugin can be found in this repo in the plugins folder, along with examples in the Phaser Labs. The Spine plugin will be developed independently of Phaser in the coming weeks.

This is the single largest update of Phaser 3 yet, and as such, there are breaking changes. I have painstakingly listed all of them in the Change Log, so please do read it if you’re upgrading from an earlier version. I know there is a lot to take in, so I’ll be covering the new features in the Phaser World newsletter in the coming weeks.

The first post-3.16 release of Phaser World is out now and available here, with this episode discussing the new Input System and external scene loading functionality.  We did a complete Getting Started tutorial shortly after Phaser 3 was released, which is now quite out of date.  I am considering doing a Phaser tutorial series in the same vein as the recently completed Godot tutorial, would you like to see this?

GameDev News


Scroll to Top