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LICENSE

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Microsoft Public License (Ms-PL)
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MonoGame - Copyright © 2009-2025 MonoGame Foundation, Inc
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MonoGame - Copyright © 2009-2026 MonoGame Foundation, Inc
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All rights reserved.
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articles/getting_started/1_setting_up_your_os_for_development_arch.md

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> [!TIP]
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> Arch Linux is a rolling release distribution. This guide was tested in October 2025 with kernel `version 6.15.9-arch1-1`.
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To develop with MonoGame in C#, you will need to install the .NET 9 SDK. As of MonoGame 3.8.4.1 the recommended version is .NET 9.
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To develop with MonoGame in C#, you will need to install the .NET 9 SDK. As of MonoGame 3.8.4.1 the recommended version is .NET 9, .NET 10 is also supported.
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> [!TIP]
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> You can still continue to use .NET 8 if you wish, you will just need to downgrade your client project .NET version in the `csproj` setup for your project (if using the default templates)

articles/getting_started/1_setting_up_your_os_for_development_macos.md

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description: This section provides a step-by-step guide for setting up your development environment on Mac.
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---
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To develop with MonoGame in C#, you will need to install the .NET SDK. As of MonoGame 3.8.4.1 the recommended version is .NET 9.
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To develop with MonoGame in C#, you will need to install the .NET SDK. As of MonoGame 3.8.4.1 the recommended version is .NET 9, .NET 10 is also supported.
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> [!TIP]
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> You can still continue to use .NET 8 if you wish, you will just need to downgrade your client project .NET version in the `csproj` setup for your project (if using the default templates)

articles/getting_started/1_setting_up_your_os_for_development_windows.md

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description: This section provides a step-by-step guide for setting up your development environment on Windows.
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---
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To develop with MonoGame in C#, you must install the .NET SDK. As of MonoGame 3.8.4.1 the minimum supported version is .NET 9.
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To develop with MonoGame in C#, you must install the .NET SDK. As of MonoGame 3.8.4.1 the minimum supported version is .NET 9, .NET 10 is also supported.
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> [!IMPORTANT]
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> If your chosen IDE for development is [Visual Studio](https://visualstudio.microsoft.com/) then you can skip this step as .NET 8 is included with the Visual Studio Installer.

articles/getting_started/index.md

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- Nintendo Switch*
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> [!IMPORTANT]
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> Platforms marked with a *"*"* require developer access from their host vendor platforms.
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> Platforms marked with a *"\*"* require developer access from their host vendor platforms.
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See [Supported Platforms](./platforms.md) for more information.
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articles/getting_to_know/howto/content_pipeline/HowTo_ExtendFontProcessor.md

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In a font description (.spritefont) file, the `<CharacterRegions>` area can be used to add additional characters to a font description. This enables you to use a [SpriteFont](xref:Microsoft.Xna.Framework.Graphics.SpriteFont) to render an additional range of characters.
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> [!IMPORTANT]
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> For the MGCB system (MGCB Editor), all custom pipeline extension libraries **MUST** target `.NET 8` or lower, this is due to the Editor and Command-line project only supporting `.NET 8` currently. If you get errors with an Extension at build time, the `.NET` version of the library is the most likely cause.
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>
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> This will be resolved with the introduction of the new [Content Builder Project](/articles/getting_started/content_pipeline/content_builder_project.md) solution, which removes such limitations.
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For some languages, this approach is not ideal. For example, Chinese and Japanese both have many thousands of characters. Adding the full range of characters to `<CharacterRegions>` dramatically increases the size of the font asset and the time required to build the font asset. A better solution adds individual characters whenever the specific characters are needed. You can create a custom content processor to implement this solution.
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In this example, a file called _messages.txt_ contains all the text rendered by the game. The custom processor adds all the characters contained in the text in this file to a [FontDescription](xref:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription). Then it processes the object in the standard way using the base [FontDescriptionProcessor](xref:Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor) functionality. All the characters in messages.txt will then be available to the [SpriteFont](xref:Microsoft.Xna.Framework.Graphics.SpriteFont) object at run time.

articles/getting_to_know/howto/content_pipeline/HowTo_Extend_Processor.md

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MonoGame lets you modify or extend the behavior of any standard Content Pipeline processor that ships with the product. See [Standard Content Importers and Content Processors](../../whatis/content_pipeline/CP_StdImpsProcs.md) for a description of standard processors.
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> [!IMPORTANT]
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> For the MGCB system (MGCB Editor), all custom pipeline extension libraries **MUST** target `.NET 8` or lower, this is due to the Editor and Command-line project only supporting `.NET 8` currently. If you get errors with an Extension at build time, the `.NET` version of the library is the most likely cause.
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>
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> This will be resolved with the introduction of the new [Content Builder Project](/articles/getting_started/content_pipeline/content_builder_project.md) solution, which removes such limitations.
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Because there are so many asset variants supported by different digital content creation (DCC) tools, it is often useful to be able to modify how one of the standard processors operates. The following examples illustrate some of the kinds of things you might want to do.
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> [!TIP]

articles/getting_to_know/whatis/content_pipeline/CP_Architecture.md

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The format of data in the .XNB file is tightly coupled to the MonoGame Framework. It is not designed for use by other runtime libraries.
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If you are intested in the format of the .XNB files you can view the [XNB specification](XNB Format.docx).
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### Runtime Components
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Runtime components of the Content Pipeline support loading and using the transformed game asset by your MonoGame game. These components use the [MonoGame library](../monogame_class_library/index.md), which can be extended to create custom components.
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articles/tutorials/building_2d_games/02_getting_started/index.md

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While the environment setup process is similar to the standard setup process for C# development, there are some MonoGame specific steps. These can vary slightly depending on your operating system and the *Integrated Development Environment* (IDE).
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## Chapter Video
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|<iframe style="max-width: 50%; aspect-ratio: 16 / 9; width: 100%;" src="https://www.youtube.com/embed/Otx-8ON90cc?si=3q9i4vJQGba9UA9B" title="Live Recording" frameborder="0" allow="autoplay; encrypted-media; picture-in-picture" allowfullscreen></iframe>|
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|:-:|
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|**Live Recording**|
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## Installing the .NET SDK
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The first thing we need to do is install the .NET *Software Development Kit* (SDK). To install it, follow the instructions based on your operating system below:
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> As of MonoGame 3.8.2, the minimum supported version of the .NET SDK is .NET 8.
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> As of MonoGame 3.8.4, the recommended minimum version of the .NET SDK is .NET 9, .NET 10 is also supported.
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### [Windows](#tab/windows)
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1. Open a web browser and navigate to [https://dotnet.microsoft.com/en-us/download](https://dotnet.microsoft.com/en-us/download).
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2. Choose the version of the .NET SDK to install and click the **Download .NET SDK x64** button to start the download.
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3. Once the download finishes, run the installer.
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2. Choose the version of the .NET SDK to install and click the *Download .NET SDK x64 (Intel)* button start the download of the .NET SDK Installer.
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2. What is the primary reason that game applications implement a *game loop* structure instead of using an event-based approach like traditional desktop applications?
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Game applications implement a *game loop* structure because games need to continuously update and render, event when there is no user input. In games, objects might be moving, animations playing, and physics calculating regardless of user interaction, requiring constant updating and rendering until the game is told to exit.
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Game applications implement a *game loop* structure because games need to continuously update and render, even when there is no user input. In games, objects might be moving, animations playing, and physics calculating regardless of user interaction, requiring constant updating and rendering until the game is told to exit.
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3. What is the color of the game window when you run a MonoGame project for the first time?
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Cornflower Blue
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