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Getting Started

  1. First, you'll need to download the cocos2d-unity plug-in.

    $ git clone --recursive
  2. Create a new 2D project in the Unity Editor.

    Unity 5 is required. Unity 5.4.6f3 is our recommended version.

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  1. Drag the BBGamelib folders into your Assets path:

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  1. Create a c# script AppDelegate.cs under Assets/Scripts.

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  1. Double click AppDelegate.cs script to open MonoDevelop.

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Add the following code to the class:

using UnityEngine;
using System.Collections;
using BBGamelib;

public class AppDelegate : CCAppDelegate {
    //It's expansive to create a component during runtime in Unity.  
    //So cocos2d-unity implements a components pool which created in editor mode. 
    public override void applicationRunOnceOnBuilding ()
        base.applicationRunOnceOnBuilding ();
        //add components need to pool
        //set pool size of CCNode.
        //set pool size of CCSprite
        //set poool size of CCLabel
    //Same as you always do in xcode.  Called after the application loaded.
    public override void applicationDidFinishLaunching ()
        //Set the resolution height.  Screen will autosize to fit the height. 
        //You can set different height for different devices.
        _window.setResolutionHeight (640);
        _view.setFrame (_window.bounds);
        CCDirector.Reset ();
        _director = CCDirector.sharedDirector;
        _director.displayError = true;
        _director.displayStats = true;
        _director.displayLink = this;
        _director.animationInterval = 1.0f / 60;
        _director.view = _view;
        _window.rootViewController = _director;
        //Set your scene
        _director.presentScene(HelloWorldLayer.Scene ());
    //Called when application quit
    void OnApplicationQuit() {

    //Called when application enter background or resume
    void OnApplicationPause(bool paused)
  1. Create a empty GameObject under Hierarchy:

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Add Component to the GameObject, and choose Scripts > App Delegate:

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  1. Create a c# script HelloWorldLayer.cs derived from CCLayer Add the following method to the class:
public class HelloWorldLayer : CCLayer {
    // Helper class method that creates a Scene with the HelloWorldLayer as the only child.
    public static CCScene  Scene()
        // 'scene' is an autorelease object.
        CCScene scene = new CCScene();
        // 'layer' is an autorelease object.
        HelloWorldLayer layer = new HelloWorldLayer();
        // add layer as a child to scene
        // return the scene
        return scene;
    // on "init" you need to initialize your instance
    protected override void init ()
        base.init ();

        // create and initialize a Label
        CCLabelTTF label = new CCLabelTTF("Hello World","Arial", 64);
        // ask director for the window size 
        Vector2 size = CCDirector.sharedDirector.winSize;
        // position the label on the center of the screen
        label.position = size / 2;
        // add the label as a child to this Layer

        // menu items
        // Default font size will be 28 points.
        CCMenuItemFont.FontSize = 28;
        // Cocos2d Menu Item using blocks
        CCMenuItem itemCocos2d = new CCMenuItemFont("Cocos2d", delegate(object sender) {
            label.text = "Hello Cocos2d";                               
        // Unity Menu Item using blocks
        CCMenuItem itemUnity = new CCMenuItemFont("Unity", delegate(object sender) {
            label.text = "Hello Unity";                               
        CCMenu menu = new CCMenu(itemCocos2d, itemUnity);

        menu.position = new Vector2(size.x/2, size.y/2 - 50);
        // Add the menu to the layer

That's it! You now can code your game like using cocos2d-objc in xcode!

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