Cocos Creator

Integrated game development tools centered on content creation


Publish Time: 2019.03.05

Cocos Creator v2.0.9 support for the Baidu games platform and greatly optimizes the performance of DragonBones/Spine on small games and web platforms. WeChat mini games also brings improved resource loading performance and dynamic text refresh efficiency. At the same time, we have further improved the compatibility and stability of the engine and editor, so that everyone can get a better development experience. Good quality is inseparable from careful polishing. Thanks to the feedback from developers on the community, GitHub, Cocos corporate services and other channels.

The following is a description of the changes relative to v2.0.9:

What’s New

Support for publishing to Baidu small game platform

Cocos Creator officially supports releasing to Baidu games. For detailed usage, please refer to Publish to Baidu Small Game Platform .

Improving the performance of DragonBones and Spine on non-native platforms

Cocos Creator v2.0.7 greatly optimized the performance of DragonBones and Spine on native platforms, with performance optimized to more than twice as fast as 1.9 and 1.10. This release, v2.0.9, for Web platforms and non-native platforms. SHARED_CACHE and PRIVATE_CACHE acceleration modes, have improved DragonBones performance by 15 times, and Spine’sperformance has improved by 3 - 6 times.

Performance test results after acceleration mode is enabled:


Publish Time: 2019.02.10
  • A reset method has been added to the cc.WXSubContextView component to allow the user to properly reset the view size by calling this API when switching between subdomain views. PR 
  • Fixed that on some Android WeChat 7.0.3 models, Retina will still be blurred.
  • Fixed frame rate instability caused by listening to Device Motion on Android WeChat 7.0.3
  • Fix the problem that the WeChat game sub-package will load when it does not contain any resources.
  • Fix an issue where BMFont is not available in WeChat open data domain
  • Fix RichText’s use of the font tag is invalid
  • Fix an issue where RichText can’t pass arguments when using the on tag
  • Fix the problem that the editor can’t build a project from the command line
  • Adapting scene scaling issues after downgrading from Creator 2.1 to 2.0


Publish Time: 2019.01.07

Description of changes in this version:

  • Improve the font loading method on the web platform and fix the problem that individual TTF fonts must be loaded for a long time #3708
  • Fixed an issue where audio might not play after multiple reloads #3702
  • Fixed an issue where calling cc.view.setFrameSize does not take effect on the web platform  

Also fixed the following new issues in 2.0.7:

  • Fix native platform WebView, VideoPlayer related issues
  • The rpk path of the debug platform window popped up after the Huawei small game platform clicks is inconsistent with the actual
  • If the fast game tool is not closed, the project will be opened after the project is switched.
  • Fixed an error caused by the failure of loading ttf in WeChat open data domain
  • Fixed a problem of not generating a web-mobile folder when building a web-mobile platform
  • Fix ios platform empty packet compilation error (ios)


Cocos Creator 2.0.x Documentation 


Publish Time: 2018.12.14

Cocos Creator v2.0.6 is based on the v2.0.5 upgrade, providing fast access to Facebook Audience Network and Facebook Live Video on Android and iOS, while maintaining v2.0.5 stability. Facebook Audience Network is an advertising platform launched by Facebook that provides powerful advertising monetization capabilities. Facebook Live Video is an SDK from Facebook that allows players to play live games directly and share them on Facebook’s social network, effectively improving the game’s ability to spread. For specific access procedures for these two SDKs, please refer to the document Facebook Live and Advertising. In addition, this version also optimizes the build process of for Vivo and OPPO Mini Games. It is recommended to upgrade to this release if you are releasing Vivo and OPPO Mini Games.

Change List

  • Added Facebook Audience Network and Facebook Live Video integration options to the service panel
  • Fixed an issue that Facebook Instant Games could not upload
  • Fixed a problem with zip compression for zip packages from Facebook Instant Games
  • Optimized the build panel for the vivo game:
  • Removed npm path input box
  • The app icon is modified to any path, no longer limited to the path of the game project, and a button for selecting the image path function is added to the right of the app icon input box.
  • Removed the use of certificate.pem, private.pem certificates fixed in [game project]/build-templates/jsb-link, and modified them to choose their own path. At the same time, the certificate is added to the rightmost button of certificate.pem. (Note that using Windows systems requires installing the openssl software and configuring its environment variables beforehand)
  • Optimized OPPO mini-game build panel:
    • Removed the npm path input box and the quickgame input box, and Cocos Creator has a built-in quickgame.
    • The app icon is modified to any path, no longer limited to the path of the game project, and a button for selecting the image path function is added to the right of the app icon input box.
  • Removed the use of certificate.pem, private.pem certificates fixed in [game project]/build-templates/jsb-link, and modified them to choose their own path. At the same time, the certificate is added to the rightmost button of certificate.pem. (Note that using Windows systems requires installing the openssl software and configuring its environment variables beforehand)
  • The output path of the packaged rpk is adjusted to be the same as the path when the packet rpk is not set, in the [game project]/build/quickgame/build/ directory. And when you package the packet rpk, only one rpk file will be generated, and no other sub-package directories will be generated.
  • WeChat mini game is not enabled by default after ES6 to ES5
  • Limit the maximum number of concurrent downloads (cc.macro.DOWNLOAD_MAX_CONCURRENT) to less than 10 by default on WeChat games.
  • Fixed an error when WeChat game called cc.game.end( )
  • QQ light game build allows direct packaging of zip files for easy uploading of the server
  • Fixed a problem with Mask rendering on QQ Light Games
  • Fixed an issue where Android Instant platform crashed after compiling Android + AnySDK

Follow-up version notice

v2.0.7 will be released soon, focusing on optimizing native platform performance

We will soon be beta testing v2.0.7. In this version we optimized the rendering performance of the engine, especially the Spine and DragonBones of the native platform, and the performance has been greatly improved.

v2.1 iterations will be more aggressive

Compared with v2.0, the upgrade of v2.1 will mainly focus on the 3D field. We recommend upgrading new projects with 3D requirements to this version, and establishing contact with us in forums and other channels. Our responsible 3D partners will provide relevant support. . Since v2.1 is a very new version, we will speed up the iteration and try to meet the needs of developers. We will be releasing v2.1.1 in the near future to support 3D scene editing, camera preview and material systems, and to optimize the 3D development process.


Publish Time: 2018.11.05

Cocos Creator v2.1, adds support for 3D features such as: 3D model rendering3D Camera3D skeletal animation, and 3D point selection. The Cocos Creator editor now natively supports parsing 3D model files in FBX format. It’s that simple, no additional workflow is required!

In the previous version, v2.0, Cocos Creator had used a Cocos3D based 3D renderer to officially introduce 3D support. The addition of 3D features can greatly enrich the expressiveness of 2D games, reduce the resource overhead of 2D games, and bring more imagination and ideas to expand games.

However, it should be emphasized that the target users of Cocos Creator is still 2D game development, and the 2D game is still the core service of Cocos Creator 2.x. We will continue to optimize the development experience and basic performance of 2D games, and gradually increase the 3D functions suitable for integration into 2D games. Therefore, Cocos Creator does not allow a pure 3D game, which is the goal of Cocos3DCocos Creator’s development path is closer to 2.5D.

This is not the first time Cocos has upgraded the engine from 2D to 3D. A few years ago, Cocos2d-xexpanded to the 3D space and accumulated a lot of experience. It also produced a very good game concept like Sword and Home. However, at that time, 3D functions were piled up on a very heavy 2D renderer, and there was no editor support. It was not widely recognized by the market. This time, Cocos Creator is based on Cocos3D’s 3D renderer, which has a lot of 3D stability and guarantees a seamless editor experience.

Follow-up Version Notice

v2.0 will continue to be maintained, native platform performance will be optimized as soon as possible

v2.0 and v2.1 will grow together over a period of time.v2.0 will continue to be maintained, adding more performance optimizations and bug fixes. We will soon be beta testing v2.0.7. In v2.0.7 the rendering performance of the engine has been optimized, especially Spine and DragonBones. Also, the performance has been greatly improved.

v2.1 iterations will be more aggressive

Compared with v2.0, the upgrade cycle of v2.1 will mainly focus on 3D features. We recommend upgrading new projects with 3D requirements to this version, and establishing contact with us on our forums. This allows us and our 3D partners to provide support.Since v2.1 is a very new version, we will speed up the iteration and try to meet the needs of developers. In particular, currently v2.1.0 version still does not support 3D scene editing, only the 3D parameters can be set in the property inspector. We will be releasing v2.1.1 in the near future to support 3D scene editing, material systems and optimizing the 3D development process.

Complete list of changes (compared to v2.0.5)

What’s New

3D Node

In v2.1, newly created Node objects are still 2D by default. When needed, you only need to click the 2.5D button at the top right of the Node to switch to 3D mode. After switching, you can edit the z axis. See 3D Node .

3D Camera

Like Node, Camera is also divided into two modes. When you add a Camera component to a normal 2D node, it becomes a 2D Camera. When you switch Node to 3D mode, Camera will also enter 3D mode, and then you can edit Camera's FOV and other parameters in 3D mode.

3D model import

Currently, Cocos Creator supports importing 3D model formats for a very wide range of .fbx files. .fbxis the de-facto standard in 3D modeling software. The process of importing is very simple, just drag the .fbx model into the Explorer and wait a few moments for the import to complete. After the import is completed, you can see that the imported model is a folder that can be expanded in Explorer. When importing the model, the editor will automatically parse the content of the model and generate a Prefab, a Grid, a Bone Animation and other resources. See Import Models


Mesh Renderer Component

Mesh Renderer is used to draw grid resources. See Mesh Renderer .


Bone Animation Component

The Skeletal Animation component inherits from the Animation component. The Skeletal Animationcomponent is not much different from the Animation component. The exception is the Skeletal Animation component uses a clip that can only be a Skeletal Animation clip. The Skeletal Animationcomponent is automatically added to the model’s Prefab when it is imported. See Bone Animation Component  for details.


For more 3D instructions, please consult the documentation 3D System .

Optimize automatic gallery build speed

v2.1 greatly optimizes the speed of auto-atlas construction. If the atlas has not changed, the results of the last build are used.

Further improve rendering performance

Between v2.0 compared to v1.x, there are some cases where the engine does not render batches, resulting in an increase in draw calls. v2.1 re-optimized these conditions. If the previous color or opacity cannot be batch processed, sliced and non-sliced share the same texture and cannot be batched. The problem that the opacity 0 node still occupies the draw call is solved.

Add simulator debugging function

In the Project Settings -> Preview Run Panel, the Open simulator debugger panel option and the Wait for debugger connect option have been added. The purpose of the Open simulator debugger panel option is to automatically open the debug window when the simulator previews the project. The Wait for debugger connect option is used to suspend the boot process until the debugger connection is complete for debugging the load process.


Texture Auto Compression

The compression required by the texture can be set directly in the editor, and Cocos Creator will automatically compress the texture when the project is published. Exporting multiple image formats simultaneously on the web is supported. The engine will automatically download the appropriate format according to the different browsers. See Compressed Textures  for details.



  • Dashboard is closed when the project is opened, and automatically opened when the project is closed.
  • Dashboard will automatically record the last created project path.
  • Optimize the preview of the Button under the editor.
  • Optimize the way Button Click Event indexes components, avoiding the loss of indexes after scripts are renamed.
  • QQ light game construction allows direct packaging of zip files for uploading servers.
  • The new plug-in mall automatically prompts the user to install after the plug-in download is completed.
  • When building a WeChat mini-game main domain project, the subdomain will not be emptied again.
  • Modify the API Level selected by default when building the Android platform to the current highest level (Target API Level).
  • The node path bar in the scene editor is removed, and the node path can be obtained through the node right-click menu of the hierarchy manager.
  • The animation editor defaults to Constant curves for values ​​of type cc.Enum and cc.Integer, without interpolation.
  • Animation editor key frame addition and deletion experience optimization.
  • The optimization engine automatically compiles the experience.
  • Added a series of other experience optimizations.


  • [UI] Added the affectedByScale property to the Layout component. If the developer wants the scaling of the Layout subnode to affect the layout, you can turn it on manually.
  • [UI] supports fnt files in XML format.
  • [UI] The Content Size of the node will be refreshed immediately when the Label node is onEnable.
  • [UI] When the target of Button is not defined, the current node will be used by default.
  • [UI] ToggleContainer adds a checkEvents event property similar to Toggle, which fires only when Toggle’s isChecked state becomes true.
  • [Action] Added support for four actions of cc.Rotate3DTo, cc.rotate3DTo, cc.Rotate3DBy, cc.rotate3DBy.
  • [Native] Rejoined WebView and VideoPlayer support removed in v2.0.0 on iOS and Android platforms.
  • [Native] The Mac native platform switches to the V8 engine. If you need to use JSC, you need to manually modify the macro. For details, see #1515 .
  • [Native] Add the missing key and length properties of the native platform LocalStorage, see #1371.
  • [Native] Adopts Pinyin input behavior unified with Android on iOS native platform, does not retain input of unfinished pinyin.
  • [Android] Upgrade Android compilation to NDK r16+ Clang, and compile Android pre-compiled library with Clang.
  • [Android] Upgrade the Android build tool to configure Gradle to 4.4, plugin to 3.1.4. (Gradle 4.6 has a known issue that will cause resource packaging to fail).
  • [Android] Optimize Android input box experience.
  • [Android] Squeeze Android empty package body, the minimum package body is reduced from 7.0MB to 6.3MB.
  • [Web] Increase transparency support for WebView on the web platform.
  • [Web] Optimized display position of WebView components.
  • [Web] Optimizing the performance of VideoPlayer on the X5 browser.
  • [Wechat] Supports getting the res and referrerInfo parameters passed to the platform when responding to the cc.game.EVENT_SHOW event on WeChat games.
  • [VideoPlayer] Optimized the performance of VideoPlayer full-screen playback.

Bug Fixes


  • Fix an issue where the animation editor node list may not be updated.
  • Fix the problem of selecting the RichText subnode in the scene editor.
  • Fixed an issue where the error code always returned 0 when building a project using the command line, whether or not an error occurred.
  • Fixing the background of the mesh in the scene editor will penetrate above some translucent images, causing some differences in color and runtime.
  • The editor will report an error when repairing an external drag resource to an invalid location in the resource manager.
  • Fixed remote server ip getting error when publishing Android Instant platform.


  • [Core] Problem with activeInHierarchy being true after fixing node destroy.
  • [Core] Fix filter in RenderTexture, premultiply alpha setting is invalid.
  • [Core] Fixed an issue where the scene introduced by the plugin could not be loaded.
  • [Web] Fixed a problem with white afterimages on Chrome 69, 70. (Since 2.0)#3357.
  • [UI] Fix Button may have some state invalidation when multiple states are superimposed on each other.
  • [UI] Fix LabelOutline setting invalid color problem.
  • [UI] Fixed an issue where setting Toggle.isChecked to be invalid in the start method.
  • [UI] Fix the problem that the LabelOutline component is not synchronized when the state is modified.
  • [Animation] Fixed an issue where the parameters of AnimationState might be parsed as a string type.
  • [QQPlay] Fix the problem that QQ light game does not respond to the background background switching event.
  • [QQPlay] Fix the problem that the font will become very small if you use italics on QQ light games.
  • [QQPlay] Fix the problem that the QQ light game can’t replay when the lock screen re-enters or the front and back switches.
  • [QQPlay] Fixes the problem of the ended event after the audio setCurrentTime is fixed #3373.
  • [Native] Fix native platform connection socket.io  server may report Bad Request error.
  • [Native] Fix iOS and Android can’t detect gravity sensor.
  • [Native] Fix iOS call cc.game.restart Restart the game and then enter text will crash.
  • [Native] Fixing the problem that the opacity attribute of Label on Windows native platform does not work.
  • [Native] Fixed an issue where Android could not listen to onKeyUp.
  • [Native] Fix the problem that the Android phone will fail to load if the built-in SSL certificate expires.
  • [Native] Fixed an issue where server redirection was not supported when downloading images from Android native platform #PR.
  • [Physics] Fixed an issue where MouseJoint failed to respond to touch cancel.
  • [Spine] Fixes the problem that textures may be lost when Spine is reloaded under Mask.


v2.1 upgrade considerations

  • Node’s rotation related API has been marked as deprecated, and the runtime will prompt to upgrade to angle. See 3D Node - Node API Upgrade .
  • The NDK version of Android needs to be upgraded to r16 or the compilation will fail.

WeChat game open data domain

Starting with v2.0.1Cocos Creator upgraded the open data domain solution, see Access Game Open Data Domain .

v2.0 Upgrade Guide

See the v2.0 Upgrade Guide .

Resource upgrade

Since v1.10Cocos Creator has refactored the underlying resource types. Most projects are not affected, but some projects may receive some warnings. For details, please refer to v1.10 Resource Upgrade Guide .

3D Example

After downloading v2.10, create a new example project and open the case under assets/cases/3d to experience the 3D features.


Publish Time: 2018.11.06

Compared with v2.0.2 released recently, v2.0.5 provides support for publishing to OPPO Mini Gameand Vivo Mini Game platforms, as well as a bug fix release. It is strongly recommended that all 2.0 users updateto v2.0.5. Good quality is inseparable from careful polishing. Thank you for the feedback from developers through the community, GitHub, Cocos technical services and other channels.


Detailed fixes


  • [Auto Atlas] Fix Auto Atlas default BestAreaFit algorithm can’t calculate correct atlas size problem
  • [Auto Atlas] Fixing the auto-atlas catalogue when nesting, the album in the parent directory will repeatedly pack the images in the sub-directory into the problem
  • [Auto Atlas] fixes black border problems after auto-satellite packaging (old auto-atlas needs to be deleted and re-created to take effect)
  • [Auto Atlas] Fixes the problem that the Auto Atlas Force Squared option does not work
  • [Wechat] Fixed an issue where subdomain directory names could not be modified when building WeChat games
  • [QQPlay] Fix v2.0.2 Unable to export plugin script on QQ light game
  • [Google Play Instant] Allows Default URL to be empty when building Android Instant


  • [Core] The second argument to cc.loader.loadResArray supports passing in a type array (thanks @caochao) #3312
  • [Native] Add cc.sys.getSafeAreaRect( ) API to get the screen security area of ​​the phone (in design resolution)
  • [Core] Fix v2.0 screen rendering effect is slightly blurred
  • [Core] Fixed an issue where the component might still be activated if the node was not added to the scene when it was destroy( )
  • [Core] Fixed an issue where SpriteFrame didn’t work correctly after calling setRect( )
  • [Core] Fix an error when calling cc.Texture2D initWithData() in v2.0
  • [Core] Fix issues that render components in v2.0 may still render when the node is not activated
  • [UI] Fixed an issue where the state was not updated when the Toggle component set the isChecked property
  • [UI] Fix an error when the ScrollView.content object is modified
  • [UI] Fix some problems in RichText in v2.0 may not be displayed
  • [UI] Fixed issue where the start event of PageView did not fire
  • [UI] Fixing invalid segments in Mask
  • [UI] Fixed an issue where the Stencil state was incorrect when Mask was nested
  • [UI] Fixed an issue where WebView did not trigger the load event when reading the default page
  • [UI] Fixed an issue where EditBox may report an error when switching between horizontal and vertical screens frequently
  • [UI] Fix the problem that the click event registered by once will still penetrate to other nodes in the level after the response
  • [Audio] Fix Audio’s operation on effect may affect music issues
  • [Spine] Fix Spine transparency and pre-multiplication in ScrollView in v2.0
  • [Animation] Fix an issue with animation quickFindIndex
  • [Animation] Fixes invalid issue with animation registration lastframe event
  • [Particle] fixes particle system call resetSystem( ) will fail
  • [Wechat] Fixed an issue where resources could not be loaded when the WeChat game cache was full.
  • [Wechat] Fix WeChat game to switch the foreground from the background, it will play the problem of unreleased audio
  • [Facebook Instant Games] Fix an issue where Retina is not enabled on Facebook Instant Games
  • [iOS] Fix v2.0 error on iOS 9 due to lack of support for ES6
  • [QQPlay] Fix the problem that the font display is too small when the font size is float type on QQ light game
  • [Google Play Instant] fixes a black screen issue caused by probabilistic jsb-adapter reloading when editing the split first package interface



Publish Time: 2018.10.18

The Playtime Conference hosted by Google Play was held in Germany on October 18th, 2018. The BIG NEWS: In partnership with GoogleCocos Creator v2.0.4 was released, supporting Google Play Instant games.

Google Play Instant and Cocos

In March of this year, Google showed Google Play Instant, a game store-based distribution solution called Search Instant. For the player, they are allowed to try the game before deciding to download the full version of the game, which greatly saves their device storage space. For developers, it means they can offer a demo experience to players who wouldn’t have installed these games, which in turn will increase the game download conversion rate.

Google Play Instant offers a higher APK size limit (10MB), support for progressive downloads for both executable code and game assets, allowing developers to use the NDK and game engine with existing toolchains. In order to make instant apps and games easier to build, as a Google Play Instanttechnology access partner, in May of this year, the Cocos engine began to do integration testing with Google and beta users of the Cocos community.

Developers only need to select Google Play Instant as the publishing platform to automate all technical docking of the Google Play Instant platform. The output is compatible with Google Play Instant. Technically-standard games, quickly launched on Google Play Instant for testing, greatly reducing development costs.

Release Notes

v2.0.4 only adds Google Play Instant Support, no other changes from v2.0.2.

Documentation is here.


Publish Time: 2018.09.30

The complete list of changes is as follows:

Compared to v1.9, the v1.10 version adds a lot of features, refactoring the resources of the engine, and greatly optimizing the size of the settings.js file. In addition, v1.10 also supports game code subcontracting on WeChat games, web and native platforms. This will break through the 4MB limit of WeChat’s first package and increase the game loading speed. See Code Subcontract Loading . At the same time, v1.10 has rewritten a lot of editor code, improving the editor’s experience and performance. If your project is planned to be upgraded to v2.0 later, please upgrade to v1.10 in advance to ensure that the entire upgrade process is as smooth as possible.


Resource upgrade

Since v1.10, Cocos Creator has refactored the underlying resource types. Most projects are not affected, but some projects may receive some warnings. For details, please refer to v1.10 Resource Upgrade Guide.

What’s New


  • Greatly optimize the size of the settings.js file after the release
  • Added script subcontracting settings in the property inspector for the folder
  • Allow each project to set a custom engine separately
  • Add a node lock function in the hierarchy manager. When the mouse is moved to the node, there will be a lock button on the left side. After the node is locked, the node cannot be selected in the scene editor.
  • Added an “Optimization Policy” option in the Property inspector of the Prefab resource file to optimize Prefab creation time. See Prefabricated Resources: Setting Optimization Strategies
  • Optimize the main menu under Windows
  • Add auto-refresh to the list of scenes in the build panel
  • When publishing to the native platform, it also supports adding MD5 to file naming for hot update
  • Script compilation will automatically skip all .d.ts files to avoid TypeScript error reporting
  • The Console panel adds a Clear on Play option to automatically clear the log before the game previews
  • Adjust the text font and color of the Console panel
  • Added search option button in the search bar of the hierarchy manager and explorer
  • Added plugin management feature in the plugin store
  • Allow changes to custom control icons in the control library
  • Resource Manager adds recognition of aac and pcm extension audio files
  • Supports direct search of compressed uuid format when Explorer searches for uuid
  • Allow the right mouse button to drag and drop the timeline of the Timeline editor
  • Added exit menu on Dashboard’s system tray icon


  • Support game script subcontract loading, see Code Subcontract Loading
  • The align mode attribute is added to the Widget component. When set to ON_WINDOWS_RESIZE, it will be automatically refreshed when the window size changes.
  • Official support for text and JSONLoading of resource types
  • The native platform adds cc.sys.getBatteryLevel interface for getting device power and network status
  • When the native platform is hot updated, it will actively delete the old version of the resource file.
  • VideoPlayer adds volume adjustment and mute function
  • Added DragonBones native platform binding interface getSlotsreplaceSlotDisplay and Slot.name (thanks @feijing566)
  • TiledMap supports rendering and cropping of ortho maps in any direction on the web platform
  • Layout component will only typeset active nodes
  • Retina rendering enabled by default on Android UC browser
  • Enable Webgl on UC browser version 11 or higher
  • Increased recognition of UCBS browsers
  • Gravity sensing is adjusted to only get when the developer has a registration event

Bug Fixes

  • [Editor] Fixes the settings when setting SpriteFrame in the collection
  • [Editor] Fix simulator configuration save related issues
  • [Editor] Fixed an issue where the error message output from the emulator to the console was displayed in white.
  • [Editor] Fix the error when the resource export tool encountered the same parent folder name
  • [Editor] Fixed an issue where copying the automatically synchronized Prefab subnode under the editor may be wrong
  • [Editor] fixes the problem that the fragment texture in the automatic map set will be reported incorrectly if it is directly referenced by other resources.
  • [Editor] Fixed plugin script not correctly parsing CC_WECHATGAME and CC_QQPLAY keywords
  • [Engine] Fixed an issue where the animation may not stop playing when the scene is switched or the node is destroyed.
  • [Engine] [Wechat] Fix some versions of WeChat games to get the problem of each frame interval
  • [Engine] [Wechat] Fix RenderTexture related issues on Android WeChat games
  • [Engine] [QQPlay] Fix QQ Play and play resources will be downloaded repeatedly
  • [Engine] Fixed an issue where the slider of the Slider component might not be right when dragged
  • [Engine] Fixed an issue where the audio load event could be triggered repeatedly
  • [Engine] Fixed a problem where the user changed the level while dectivating the node without any error.
  • [Engine] Fix issues that WebView can’t hide in Safari browser on some platforms (iOS 9/10 or Mac)
  • [Engine] Fixed native platform BMFont rendering pitch problem
  • [Engine] Fixed an issue where the button’s touch area would be offset when Canvas was unchecked Fit Width and Fit Height

Upgrade Android SDK

Starting with v1.10, the API Level in the Android build panel specifies the minimum Android version supported by the compiled apk. targetSdkVersioncompileSdkVersionbuildToolsVersion have all been upgraded to 26. If the developer has other needs, you can manually modify proj.android-studio/app/build.grade and proj.android-studio/gradle.properties.


  • Removed support for Eclipse and Ant build Android platform
  • Removed support from Chipmunk
  • Removed cc.loader.loadRes to directly load the support of the child SpriteFrame in the collection. Please load the atlas first and then call atlas.getSpriteFrame(name)


  • Since v1.10.0, Texture2D.releaseTexture is no longer recommended, please use Texture2D.destroy instead.
  • As of v1.8.2, cc.eventManager is no longer recommended. Use cc.EventTarget or cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, cc.inputManager is no longer recommended. Replace it with the same interface of cc.systemEvent. The original API will be removed in 2.0.
  • Since v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.


  • When copying and pasting a resource in Explorer, the resource property will not be copied. (Since 1.9.0)
  • Android native platform does not support playing remote video.


Publish Time: 2018.09.22

Cocos Creator v2.0.0 is a brand new version that has undergone a lot of low-level refactoring. Some developers have encountered some annoying problems in the process of upgrading the project. We collect and do our best to solve these problems in v2.0.1. In addition to greatly improving the stability and the friendliness of project upgrades, this version also brings new open data domain solutions for WeChat games to developers, greatly improving the performance and flexibility of open data domains.

Detailed changes

Main Features

  • Update the best use of open data domain solutions in history
  • Provides WeChat platform cleanup cache API
  • Support WeChat games and play a platform to set the frame rate via cc.game.setFrameRate
  • Add a View menu for the simulator to set the resolution
  • Modular RenderTexture and DynamicAtlas

Editor Fixes

  • Fixed issue with particle resource import in editor
  • Fixed an issue where Label was not affected by node anchor changes in the editor
  • Fix BMFont font error in the editor editor
  • Fixed an issue where the color of some Particles could not be displayed and set in the inspector
  • Fixed an issue where the simulator resizing interface would not fit
  • Fixed curve editor state residual problem in animation editor
  • Fixed an issue where the particle system’s svg flag was missing in the editor
  • Fixed Editbox editing fontColor does not work
  • Fixed an issue where the animation editor switched WrapMode while playing the animation, causing the node in the scene editor to not be dragged
  • Fix the problem that the node _localZOrder keeps changing when the data is saved
  • Fixed an issue where the keyboard direction key could not be fine-tuned after the editor selected the node
  • Fixed an issue where the scene editor would not automatically locate in the hierarchy manager after selecting a node
  • Fixed an issue where the node tree was automatically expanded after the node was deleted
  • Fixed an issue where clicking the node level manager in the inspector panel does not automatically locate
  • Optimize the Console automatic scrolling experience
  • Fixed an issue where all child nodes were expanded when the parent node active state was switched
  • Fixed flashing issues when clicking on Hierarchy nodes
  • Fix Auto Atlas preview invalidation issue

Engine Repair

  • Fix rendering issues with Spine animations
  • Fixed animation jitter caused by shader precision
  • Fixed an issue where setting the property in the inactive state does not take effect on the Sprite
  • Fixed rendering of Tiled type Sprite in the case of texture rotation
  • Fixed an issue where the background in the open data domain could not be transparent
  • Fixed rendering errors when Graphics has too many vertices
  • Fixed an issue where Camera does not respond to events after zooming
  • Fixed clipping of Tilemap after Camera zooming
  • Fixed a status error caused by multiplexing of RichText child nodes
  • Fix IE11 support
  • Fixed qqplay does not support Particlemap issue in base64 format
  • Fixed an issue where the Spine debug slot is not available in the Release version
  • Fixed issues with background switching events in front of each platform
  • Fixed rendering error caused by blend function when Label was switched to BMFont type
  • Fixed a black screen on the qqplay platform under Android P
  • Fixed an issue with the Windows platform XMLHttpRequest GET result of timeout
  • Fixed an issue where AudioClip does not support lazy loading
  • Supplement the missing deprecation API to fix missing API documentation issues
  • Fixed an issue where Stencil would be overwritten by the last Mask when multiple Masks coexist
  • Fixed black border issue with Mask component in open data domain
  • Fixed Mask does not support lazy loading when using image stencil
  • Fixed an issue where Spine could not display debug slots in non-debug mode
  • Fixed an issue where the audio could not be played when the Native platform checked MD5
  • Enhance fault tolerance of Particle resources and support resource formats exported by effecthub
  • Fix resume can directly play unplayed audio
  • Fixed a missing GUI issue caused by including the Mask module and culling the Graphics module
  • Fixed Native platform button can still receive touch events when active is false
  • Fixed web platform VideoPlayer has no hidden issues when switching visibility
  • Fixed an issue where windows & mac emulator window size does not automatically adapt when changing
  • Fixed parsing problem with Tilemap parser
  • Fix Camera does not support mask when using RenderTexture screenshots
  • Fixed an error caused by multiple Graphics switching between each other
  • Fixed an issue where the final alpha was invalid when the particles in the particle system finally disappeared (opaque)
  • Optimize the performance of small text rendering on the Native platform
  • Fixed Android platform return key listener failure
  • Fixed an issue where clicking the input box will disappear after the iOS platform pops up the input box
  • Fixed garbled problem when inputting Chinese characters on iOS platform
  • Optimized input box completion button design
  • Fixed an issue where the input emoticon was abnormal in WeChat game
  • Optimize the API design of TiledTile (do not allow layer to be set, get it automatically)
  • Fixed hexagonal tileMap offset problem when using TiledTile
  • Fixed a crash on the native platform FileUtils writeStringToFile call

Deprecation and Removals

  • A large number of private and non-core APIs of v1.x have been removed or discarded. For details, please refer to the upgrade guide .

Related Resources


Publish Time: 2018.08.13

Cocos Creator 1.10.1 has been released.

The following is a list of changes to 1.10.1:

v1.10.1 is a bug fix for the recently released v1.10.0. It is recommended that all v1.10 users update to this version. This version is not an alternative to v2.0, v2.0 is still the current version, and new projects are still recommended to use v2.0. As the last major version before v2.0, we will try our best to maintain stability until we can support users who are temporarily unable to upgrade to v2.0.

Good quality is important to us. Thank you very much for the feedback from developers through the forum, GitHub, Cocos technical services and other channels. Let us look forward to the upcoming 2.0.1!



  • Fix WeChat sub-package related issues
  • Fix project.js may be empty after the project is built
  • Fix QQ play a build report bkgame related error
  • When the repair project contains a large number of broken images, saving the preview when refreshing the preview or previewing will cause the editor to jam.
  • WeChat developer tool error when fixing the build panel without checking “Source Maps”
  • Fix an issue where vConsole does not display after enabling MD5Cache
  • Fixed an issue where the .app program could not be selected within the mac platform preferences
  • Added button for new clip on animation editor
  • Level manager details are perfect


  • Fix audioEngine’s isLoop always returns false
  • Fixed an issue where the Text component was offset when the Label component was using TTF fonts
  • Improve the text display of the EditBox under QQ Play
  • Fix Android video playback related issues


Publish Time: 2018.08.03

After a large-scale underlying refactoring and a two-month stability iteration, Cocos Creator v2.0 is finally available. The core goals of the Cocos Creator v2.0 design were twofold:

  • Significantly improve the engine performance
  • Provide more advanced rendering capabilities and richer rendering customization’s

In order to accomplish this goal, we completely rewrote the underlying renderer, which structurally guarantees performance improvements and upgraded rendering capabilities. At the same time, in order to ensure that user projects can be upgraded more smoothly, we have almost no changes to the API of the component layer. Of course, these changes are not completely transparent to the user, such as the engine loading process, the event system, the streamlining and reorganization of the engine’s overall API, which will have an impact on the user-level API.


  • Implemented premultiply alpha, filter mode, wrap mode configuration of Texture
  • Abstract the mixed mode configuration into the RenderComponent component base class, all render components can be configured
  • Camera component upgrade, as a direct rendering entry, you can configure various base rendering parameters
  • With Quick Compile integration, the custom engine only needs to use the menu’s developer options -> compiler engine to compile quickly in a matter of seconds
  • Open the WeChat game open data domain as a publishing platform with a separate publishing panel


  • Add a new renderer based on the 3D engine
  • Render component is fully upgraded
  • Remove the render tree completely, assemble the render data directly and submit the render by the render component
  • Streamlined cc namespace API
  • Streamline Director API
  • Camera component upgrade
  • Start process upgrades, user scripts and plugin scripts can more easily interfere with engine initialization
  • Platform-specific startup code is separated and easier to customize
  • Event system optimization, distinguishing between system events dispatched by the capture bubbling mechanism on the node tree and normal events directly dispatched
  • Fit Width & Fit Height is also compatible with the WeChat game platform.
  • The RenderTexture resource type has been officially added to save the rendered content captured in the camera.
  • Simplify TiledMap functionality to pave the way for subsequent upgrades
  • Physical engine upgrade, performance optimization

Deletions and deprecations

  • A large number of private and non-core APIs for v1.x have been removed or discarded. For details, please refer to the upgrade guide and deprecated

Related resources


Publish Time: 2018.07.06

Cocos Creator v1.9.3 is a minor upgrade to the recently released v1.9.2. It mainly improves the support for WeChat games and QQ play. It is recommended that all 1.9 users update the engine version to get a better experience as this release also improves quality and careful polishing. Thank you very much for the feedback from developers on the forums, GitHub, Cocos technical services and other channels.

Animation editor

  • Fix where the data may be incomplete when the animation editor saves the animation.
  • Fix where directly editing the texture animation will report an error
  • Fixed an issue where the animation editor could not add width and height properties under size

WeChat game

  • Fixed an issue where only a single audio can be played on WeChat games and the number of audio plays is limited.
  • Fix that WeChat mini game audio can’t stop
  • Fix gravity sensing direction and wrong value in Android WeChat game
  • Fix not being able to submit a TypedArray format texture in WeChat games
  • Fix that the frame rate is abnormal on the old WeChat
  • Improve WeChat mini game video playback support
  • Downward compatible with WeChat games 1.7.4 version base library

QQ Play

  • Fix only play a single audio and the number of audio playback is limited
  • Fix unable to operate the engine object during the game loading process
  • Fix particle play card dead problem
  • Fix a semi-transparent text will be rendered into a black question


  • Fixing DragonBones’ repeated assignment of bones on native platforms can cause crashes
  • Fix manually clearing the texture data of Dragon DragonBones


  • Fix text box for Web and Android platform Input Flag is invalid
  • Fix Label rendering related issues
  • Fix cc.game’s EVENT_HIDE and EVNET_SHOW callbacks may be called multiple times


Publish Time: 2018.05.31

Cocos Creator v1.9.2 is a minor upgrade to the recently released v1.9.1. This release mainly improves the support for WeChat games and QQ games. If you release on WeChat or QQ it is recommended that you upgrade to this release.


  • This version fixes the problem where a ZERO blending mode is invalid. If the image color is incorrect after the upgrade, check if the blending mode of the Sprite component is set to ZERO. If so, change it back to the default value.
  • This version rewrites the animation editor. If you encounter any errors please create a topic on our forums.


  • [Editor] [Timeline] Animation Editor can edit “missing nodes” and allow node data to be migrated
  • [Editor] [Timeline] Animation Editor supports copying and pasting keyframes on multiple nodes at the same time
  • [Editor] [Timeline] Animation Editor Several Experience Optimizations
  • [Editor] Place the adaptation layer code of QQ Play and Wechat games into the Contents/Resources/builtin directory of the editor for users to upgrade
  • [Engine] Upgrade Facebook Instant Games SDK to 6.2
  • [Engine] Optimizing Label’s Memory Usage on Non-native Platforms

WeChat Games

  • Fixed an issue where the AudioSource component may report an error when it is destroyed
  • Optimize the implementation of sounds on WeChat games
  • Use openDataContext to define the open data field in the game.json of the WeChat game. Change the entry file of the open data field to index.js
  • Fix the issue of loading remote resources in the WeChat open data domain
  • Fix errors that may occur when loading plist particles on WeChat games
  • Fix gl.texImage2D error caused by calling cc.RenderTexture.create in WeChat game
  • Fixed an error on WeChat getting old WeChat game open data domain on old version
  • Allows simulation of system information obtained through cc.sys.os on the WeChat mini game developer tools
  • Fixed an issue where the subdomain could not be correctly identified on the old version of WeChat

QQ Play

  • Optimized QQ to play a sound on the realization
  • Fix QQ playing a problem with the following blue screen in iOS 10
  • Repair QQ may play an error when loading plist particles
  • Fixed plug-in script loading exception when posting to QQ to play with Windows
  • Improve header processing in XMLHttpRequest for QQ
  • Perfect userAgent for QQ
  • Fixed QQ playing a text stroke effect

Bug Fixes

  • [Editor] Fix Documentation Links for AudioSource and MotionStreak Components
  • [Editor] Fix the problem that the editor might preview the animation if the animation changes the node’s active
  • [Editor] Fixed an issue where the editor could not be accessed when the login server went down
  • [Editor] Fix the issue that when you repeatedly drag to the same prefab as a child of other prefab
  • [Engine] Fixed an issue where the sprite’s blend mode could not be set to ZERO on the web platform
  • [Engine] Fixed a problem in cc.sequence where nesting other calls to the repeat method’s action would cause abnormal speeds in special cases
  • [Engine] Fix Sprite error after scene change
  • [Engine] [JSB] Fixed an issue that triggered assertions after creating cc.GLProgram in the JS layer and adding it to cc.shaderCache
  • [Engine] [JSB] Fix Native Platform Physics Engine Binding Problem
  • [Engine] [Native] Fixed cc.Sprite.FillType enumeration error on native platform
  • [Engine] [UI] Fixed a positioning issue that may be caused when the scroll view is enabled with vertical, horizontal scrolling, and the inner size is too small.
  • [Engine] [Audio] Fixed an issue where playing audioEngine.resume repeatedly would start from scratch.


Publish Time: 2018.4.20

Cocos Creator v1.9.1 is a minor upgrade to the recently released v1.9.0. The detailed changes are:

WeChat Games

  • Support for publishing the entire project to the WeChat mini game sub-domain. For details, please refer to document
  • Support WeChat game configuration in the build panel Remote server address option to facilitate the download of remote resources
  • Support for using TTF fonts on WeChat mini games
  • Switch the adaptation layer of the WeChat game from ES6 to ES5, users can not enable ES6 to ES5
  • Fix potential audio memory leak in WeChat game

QQ Play

  • Support QQ to play in the build panel to configure the remote server address option to facilitate the download of remote resources.
  • Fix some minor bugs in XMLHttpRequest with QQ
  • Fixed an issue where the js path could not be resolved during QQ build
  • Perfect QQ play with multi-touch support
  • Added QQ support for base64 encoded images
  • Perfect QQ Play Adaptation Layer
  • Perfect audio support for QQ
  • Fixed black screen issue after QQ checked MD5 Cache

Other Updates

  • [Editor] [Build] Bug fix for custom project build template functionality not working on the Facebook Instant Games platform
  • [Editor] [Build] Add build-start event to make it easier for users to do some processing before they build
  • [Engine] [Wechat] Fixed an issue where WeChat game audio could not be stopped
  • [Engine] [iOS] Fix the issue that the isTypedArray method fails on iOS 8-9
  • [Engine] [Web] Fixing particle system will remove memory if it is not activated yet
  • [Engine] cc.isValid adds an optional argument. Passing true will return false at the beginning of the destroy frame.
  • [Engine] [Android] Fix a Memory Leak on jni


  • As of v1.8.2, cc.eventManager is no longer recommended. Use cc.EventTarget or cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, cc.inputManager is no longer recommended. Use the same interface as cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Please use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.


  • When copying and pasting resources in the explorer, the resource properties will not be copied. (Since 1.9.0)

QQ Play known issues:

QQ is still playing in the grayscale test, developers also need to obtain internal testing qualifications for development, and only supports compiling on Mac for the time being. In addition, our adaptation work for QQ has not been completely completed yet. The following modules are currently not supported:

  • Label: TTF is not supported, system font can only use the default font
  • Particle system: Map data is not stored in plist. Only support map URL
  • WebView
  • VideoPlayer
  • DeviceMotion

The above functions are expected to be supported one by one in future updates. We will also continue to closely communicate with the Play engineers and continue to optimize the fitting effect.


Publish Time: 2018.03.14

As of March 14, 2018, Facebook officially launched the Instant Games platform, worldwide, giving all developers an equal chance to enter and expand their overseas markets.

Many game studios have chosen Cocos Creator as their game development engine. Rapid development and continuous iteration make Cocos Creator the perfect choice. It has already formed a competitive advantage in the field of small games. The Cocos Creator editor is a powerful tool for developers to create excellent content and innovative games.

Cocos Creator is the best tool to create Facebook Instant Games. Already there are 24 games available produced by Chinese domestic companies and Cocos Creator already is sitting on 54% market share. The Cocos team is familiar with the workflow of online games and the requirements of the Facebook Instant Games platform. In order to help game studios successfully release their games on the Facebook Instant Games platform, and help them seize the opportunity opened up by the huge overseas HTML5 market, the engine team continuously worked overtime.


Cocos Creator 1.9 is released today with integrated Facebook Instant Games SupportCocos Creator provides major features including:

  • Integrated Facebook Instant Games SDK and game templates, allowing users to quickly integrate features of Facebook Instant Games
  • A one-click packaging process in the Cocos Creator Build Panel. Games can be packaged directly into Facebook Instant Games.
    Developers only need to do a few simple steps. Cocos Creator handles all the technical aspects, you just need to code your game.

For more detailed technical documentation please refer to this link

Cocos Creator 1.9 Release Notes

Cocos Creator 1.9.0 is a functional update to the recently released v1.8.2. It mainly adds support for Facebook Instant Games and QQ Play. It also improves the ease of use of the editor, fixes some of the functional flaws, and recommends that all development projects be upgraded.

The detailed changes are as follows:


  • Support for Facebook Instant Games, see Documentation
  • Support QQ Play, See Documentation
  • [Editor] Assets panel directly supports copy and paste resources (via right-click menu or shortcut keys)
  • [Editor] In the scene editor’s Rect edit mode, support for dragging a node’s white space, easy to change the value of the anchor
  • [Editor] Added “Sync” button to the particle component’s Property inspector. Clicking Sync will set the Custom parameter to be the same as File. (Synchronize button is only available if you check Custom and set File)
  • [Editor] Adds scale property to Timeline to facilitate editing of both scaleX and scaleY
  • [Engine] PhysicsManager Adds FIXED_TIME_STEP and MAX_ACCUMULATOR Parameters

Bug Fixes

  • [Engine] [Web] Fixed an issue where the input box could not pop up in some MIUI browsers
  • [Engine] Fix the issue that the audio may not stop after checking MD5 build
  • [Engine] Fixed issue where Label’s stroke may be truncated by one pixel
  • [Engine] Fixed an issue with exception-free messages in the cc.Class constructor
  • [Engine] [Animation] Fixed issue where one frame would be played less when the Animation component switched animations or manually set the AnimationState time
  • [Engine] [Wechat] Fixes Failed to Use Remote Service Loading After iOS Wechat Mini Game Native Code Pack Exceeding 4MB


  • As of v1.8.2, cc.eventManager is no longer recommended. Use cc.EventTarget or cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, cc.inputManager is no longer recommended. Use the same interface as cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Please use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.


  • When copying and pasting resources in the Assets panel, the resource properties will still not be copied. (Since 1.9.0)
  • On a native platform, calling the action.easing(cc.ease***) method may cause the node’s logical data to be out of sync. Please use new cc.Ease***(action) instead. (Since 1.8.2)

QQ Play Known Issues:

At present, QQ Play is still in AB Test. Developers are also required to obtain internal beta qualification in order to develop, and currently only support compiling on Mac. In addition, our adaptation work on QQ Play has not been completely completed yet. The following modules are still not supported at present:

  • Label: ttf is not supported, system font can only use the default font
  • Particle system: Map data is not supported in plist. Only texture urls are supported.
  • WebView
  • VideoPlayer
  • DeviceMotion

The above functions are expected to be supported one by one in future updates. We will also continue to closely communicate with QQ Play’s engineers to continuously optimize the matching effect.