Cocos2D-Mono
2.6.0
dotnet add package Cocos2D-Mono --version 2.6.0
NuGet\Install-Package Cocos2D-Mono -Version 2.6.0
<PackageReference Include="Cocos2D-Mono" Version="2.6.0" />
<PackageVersion Include="Cocos2D-Mono" Version="2.6.0" />
<PackageReference Include="Cocos2D-Mono" />
paket add Cocos2D-Mono --version 2.6.0
#r "nuget: Cocos2D-Mono, 2.6.0"
#:package Cocos2D-Mono@2.6.0
#addin nuget:?package=Cocos2D-Mono&version=2.6.0
#tool nuget:?package=Cocos2D-Mono&version=2.6.0
<div align="center">

MonoGame powered built the cocos2d way!
</div>
Packages
Starting with the release after 2.5.10, Cocos2D-Mono ships as three consolidated, multi-targeted NuGet packages (DesktopGL for Windows/Linux/macOS, WindowsDX, Android, and iOS in one package each):
| Package | Use it when |
|---|---|
Cocos2D-Mono |
The engine, including the MonoGame content-pipeline (MGCB) build task dependency. |
Cocos2D-Mono.Core |
Same engine, without the MGCB dependency — for projects that don't use the content pipeline. |
Cocos2D-Mono.Box2D |
The Box2D physics port (also flows transitively through the packages above). |
Migrating from the per-platform packages (Cocos2D-Mono.DesktopGL,
Cocos2D-Mono.Windows, Cocos2D-Mono.Linux, Cocos2D-Mono.macOS,
Cocos2D-Mono.Android, Cocos2D-Mono.iOS and their .Core.* variants):
2.5.10 is the final release under those IDs — replace the reference with
Cocos2D-Mono (or Cocos2D-Mono.Core) and the right target framework is selected
automatically. The DesktopGL/Windows/Android/iOS flavors are compiled exactly as their
legacy counterparts were. If you are coming from the dedicated Linux/macOS
packages, note that the unified DesktopGL build uses the same compile-time flavor the
flagship Cocos2D-Mono.DesktopGL package always shipped on those platforms (this can
relocate CCUserDefault storage written by the old dedicated packages).
Getting Started
Check out the guides!
Building & running the test app
The library and its interactive test app build from a single solution, Cocos2DMono.sln
(the per-platform solutions were retired when the build was consolidated).
# Build the library (all target frameworks)
dotnet build Cocos2DMono.sln
# Run the interactive test app on the desktop (DesktopGL / net10.0)
dotnet run --project Tests/Cocos2DMono.IntegrationTests/Cocos2DMono.IntegrationTests.csproj -f net10.0 -p:TargetFrameworks=net10.0
# Run the headless unit tests
dotnet test Tests/Cocos2DMono.UnitTests/Cocos2DMono.UnitTests.csproj
The test app's scenes live in Tests/cocos2d-mono.Tests/; the multi-targeted
Cocos2DMono.IntegrationTests project compiles them into a runnable host for each platform
(desktop, Windows, Android, iOS). See Tests/README.md for details.
Contributing
Thanks so much for your interest in cocos2d-mono and wanting to contribute to the project! Here's a guide to help you get started.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-android36.0 is compatible. net10.0-browser was computed. net10.0-ios was computed. net10.0-ios26.0 is compatible. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. net10.0-windows7.0 is compatible. |
-
net10.0
- Cocos2D-Mono.Box2D (>= 2.6.0)
- MonoGame.Content.Builder.Task (>= 3.8.5)
- MonoGame.Framework.DesktopGL (>= 3.8.5)
- SharpZipLib (>= 1.4.2)
- SkiaSharp (>= 3.116.1)
- SkiaSharp.NativeAssets.Linux (>= 3.116.1)
- SkiaSharp.NativeAssets.macOS (>= 3.116.1)
- System.Drawing.Common (>= 8.0.11)
-
net10.0-android36.0
- Cocos2D-Mono.Box2D (>= 2.6.0)
- MonoGame.Content.Builder.Task (>= 3.8.5)
- MonoGame.Framework.Android (>= 3.8.5)
- SharpZipLib (>= 1.4.2)
-
net10.0-ios26.0
- Cocos2D-Mono.Box2D (>= 2.6.0)
- MonoGame.Content.Builder.Task (>= 3.8.5)
- MonoGame.Framework.iOS (>= 3.8.5)
- SharpZipLib (>= 1.4.2)
-
net10.0-windows7.0
- BitMiracle.LibTiff.NET (>= 2.4.639)
- Cocos2D-Mono.Box2D (>= 2.6.0)
- MonoGame.Content.Builder.Task (>= 3.8.5)
- MonoGame.Framework.WindowsDX (>= 3.8.5)
- SharpZipLib (>= 1.4.2)
NuGet packages (1)
Showing the top 1 NuGet packages that depend on Cocos2D-Mono:
| Package | Downloads |
|---|---|
|
Cocos2D-Mono.Core
Cocos2D-Mono.Core is a metapackage variant of Cocos2D-Mono that excludes the MonoGame.Content.Builder.Task MSBuild target. Reference this package instead of Cocos2D-Mono if you do not use the MonoGame content pipeline. The runtime DLL (Cocos2DMono.dll) is identical - only the build-time content-pipeline flow differs. |
GitHub repositories
This package is not used by any popular GitHub repositories.
2.6.0 - The platform release: .NET 10 + MonoGame 3.8.5. No engine API changes.
Migration: retarget your game to .NET 10 (net10.0 desktop, net10.0-windows7.0 WindowsDX, net10.0-android36.0 Android, net10.0-ios26.0 iOS) and bump the package reference. Requires the .NET 10 SDK. Also migrated off MonoGame-obsoleted APIs; validated end-to-end on the new MonoGame native core.
2.5.12 - Final bug-fix release of the 2.5 line (action copies, CCMenuItemSprite null-clear, CCTextFieldTTF auto-edit, CCRawList RemoveRange corruption + buffer leak).
- See https://github.com/Cocos2D-Mono/cocos2d-mono for the full changelog.