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Cocos2D-Mono - 2.6.0

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@brandmooffin brandmooffin released this 29 Jul 17:55
b2dcf6f

The platform-line release: .NET 10 + MonoGame 3.8.5. No engine API changes — scenes, nodes, actions, and every public type behave exactly as they did on 2.5.12.

⚠️ Migration (one step)

Retarget your game project to .NET 10 and bump the package reference:

- <TargetFramework>net9.0</TargetFramework>
+ <TargetFramework>net10.0</TargetFramework>

- <PackageReference Include="Cocos2D-Mono" Version="2.5.12" />
+ <PackageReference Include="Cocos2D-Mono" Version="2.6.0" />
Platform New TFM
Desktop (DesktopGL — Windows, Linux, macOS) net10.0
WindowsDX net10.0-windows
Android net10.0-android
iOS net10.0-ios

The .NET 10 SDK is required to build. If you pin explicit platform versions: Android is android36.0, and note Apple's version-numbering jump — iOS is ios26.0 (not 18.x). Full walkthrough: Migrating to 2.6.0.

What's Changed

  • MonoGame 3.8.4.1 → 3.8.5 — MonoGame's major restructuring release (new native core, ARM64 support, Vulkan/Direct3D 12 backends in preview). The engine continues to ship on the proven DesktopGL and WindowsDX backends; the preview backends are not consumed yet.
  • .NET 9 → .NET 10 across every target — .NET 9 is an STS release past its support window; 2.6.0 puts the engine on the current LTS.
  • Migrated off MonoGame-obsoleted APIs (GraphicsDevice.DrawIndexedPrimitives legacy overload, Keyboard.GetState(PlayerIndex)) — no behavior change, and the engine is clean ahead of their eventual removal upstream.

Validation

Full pass on the new stack: all four TFMs + Box2D compile clean, 132 unit tests on net10.0, the MGCB content build, and an interactive test-app pass (sprites, particles, every label backend, tilemaps, draw nodes, transitions, input, audio, Box2D testbed) on both desktop backends.

Packages

The samples and Visual Studio project templates are moving to 2.6.0 next in the release train.

Full Changelog: 2.5.12...2.6.0