Cocos2D-Mono 2.5.11

dotnet add package Cocos2D-Mono --version 2.5.11
                    
NuGet\Install-Package Cocos2D-Mono -Version 2.5.11
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Cocos2D-Mono" Version="2.5.11" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Cocos2D-Mono" Version="2.5.11" />
                    
Directory.Packages.props
<PackageReference Include="Cocos2D-Mono" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add Cocos2D-Mono --version 2.5.11
                    
#r "nuget: Cocos2D-Mono, 2.5.11"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package Cocos2D-Mono@2.5.11
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=Cocos2D-Mono&version=2.5.11
                    
Install as a Cake Addin
#tool nuget:?package=Cocos2D-Mono&version=2.5.11
                    
Install as a Cake Tool

<div align="center">

Cocos2D-Mono

MonoGame powered built the cocos2d way!

Check out the docs!

DesktopGL (Windows/Linux/macOS) Windows macOS Linux Android iOS

</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 / net9.0)
dotnet run --project Tests/Cocos2DMono.IntegrationTests/Cocos2DMono.IntegrationTests.csproj -f net9.0

# 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 Compatible and additional computed target framework versions.
.NET net9.0 is compatible.  net9.0-android was computed.  net9.0-android35.0 is compatible.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-ios18.0 is compatible.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net9.0-windows7.0 is compatible.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

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.

Version Downloads Last Updated
2.5.11 34 7/11/2026

2.5.11 - Debut of the consolidated package line. This single multi-targeted package (DesktopGL, WindowsDX, Android, iOS) replaces the per-platform Cocos2D-Mono.{DesktopGL,Windows,Linux,macOS,Android,iOS} packages; 2.5.10 was their final release.
Migration: replace your per-platform PackageReference with Cocos2D-Mono - the correct target framework is selected automatically. The namespace is unchanged (Cocos2D), but the assembly is now Cocos2DMono.dll (was Cocos2D.dll) - this only affects by-name/reflection assembly references. OpenTK is no longer a dependency.
- See https://github.com/Cocos2D-Mono/cocos2d-mono for the full changelog.