# Getting Phaser to work on Android

**URL:** <https://phaser.discourse.group/t/getting-phaser-to-work-on-android/15043>\
**Category:** Phaser 3\
**Created:** [January 5, 2025, 3:33am UTC](https://phaser.discourse.group/t/getting-phaser-to-work-on-android/15043 "2025-01-05T03:33:24Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![Clel](https://avatars.discourse-cdn.com/v4/letter/c/c57346/32.png) [@Clel](https://phaser.discourse.group/u/Clel)\
**Post date:** [January 5, 2025, 3:33am UTC](https://phaser.discourse.group/t/getting-phaser-to-work-on-android/15043/1 "2025-01-05T03:33:25Z")

</div>

Kinda new to Phaser, got a simple script running when I open the HTML file, so I put those on my phone and open it and it’s just a white screen =\*( I just want to know what is the most bare bones way to make it work on phone.

```javascript
Scene1 = {
  key: 'Scene1',

  preload: function () {
    a = 0;
    bg = this.add.rectangle(275, 275, 550, 550, 0x00ff00);
  },
  create: function () {
    title = this.add.text(225, 225, 'STARTER');
  },
  update: function () {
    if (a == 12) title.setColor('white');
    if (a == 12) a = 0;
    if (a == 8) title.setColor('blue');
    if (a == 4) title.setColor('red');
    a++;
  },
};

config = {
  type: Phaser.AUTO,
  width: 550,
  height: 550,
  physics: { default: 'arcade' },
  parent: 'game-container',
  dom: { createContainer: true },
  scene: [Scene1],
};

game = new Phaser.Game(config);

```

---

<div class="post-metadata">

**Author:** ![samme](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/samme/32/5275_2.png) [@samme](https://phaser.discourse.group/u/samme)\
**Post date:** [January 5, 2025, 5:48pm UTC](https://phaser.discourse.group/t/getting-phaser-to-work-on-android/15043/2 "2025-01-05T17:48:57Z")

</div>

Hard to say. ☹

```
new Phaser.Game()

```

by itself should give a blank black canvas at least.

There are some ways to do remote debugging on Android so you could read error messages.
