Cocos Creator v2.0.1 released!

Cocos Creator v2.0.1 released!


Cocos Creator v2.0.1 released!

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
  • 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


v2.0.1 Windows
v2.0.1 Mac



Upgrade guide: 404 Not Found


Thanks. I will figure out why.


Still 404 for links.

Found API in english:


I have to translate the doc from Chinese and also we are adding new docs. Working on fixing some build errors.


Please support C++.
It is because of C ++ that developers used cocos2d-x and created amazing games :slight_smile: Not JS and any low quality games. You lead to this… don’t you see…? This engine is already dead for C++ devs who created top charts games(EU and US people) and new unique games. You know that all clones, copycats and rip-off games comes from China so you start to support that even more by choosing JS way for the engine? Nice shoot in the leg. Thats really sad for me. I fell sorry for you @walzer


Hi @cc_x, I’m not sure why you’re so upset. Cocos team has not abandoned C++. Cocos2d-x v3.17 (C++) was released recently. Last I heard, they were also working on Cocos Creator C++ support (not sure about it’s current status though).

Btw, people who want to copy will copy, regardless of the language, be it C++ or JS.

I too was reluctant initially with JS, but instead of being stubborn I tried it out and now find it as good as C++ development. Infact, I love how hassle free it is to play with strings and all other basic pre-built libraries in JS.

The Cocos team is doing a great job and I know they’re often working hard to get new releases out on time. From my side, I’d like to thank them for being proactive and supportive as well.



@slackmoehrle Any update for the upgrade guide? 3 weeks ago, we tested a 1.9.x prototype project in 2.0.1 and it failed to run. A lot of scripts were broken (because a lot of functions were depreciated (math, random etc.)).

6 weeks have been passed since the release of 2.0 and we still do not have a proper upgrade guide and documentations.

I love Cocos and JavaScript (did launch a successful game with Cocos Studio before). But, my team is already looking into another framework (Unity) for future projects. I really wish Cocos provided better support. May be Cocos should start a paid service to fund the project. I think, people don’t mind paying for reliability and quick support rather than free with no/little support.

So, do you think, can we expect the guide anytime sooner? Although we should start our new projects with the latest framework, should we revert to the older version?


V2 documentation is out on the English site. It turns out there isn’t an English upgrade doc. I’ll translate the text from the Chinese doc and post it in this thread.


Hi Everyone! Particle system + .plist issue with v2.0.1

One of the bullet points for editor fixes in the v2.0.1 release notes states that " * Fixed issue with particle resource import in editor". I don’t know if I’m having that issue, but when I export a .plist and try to use it in another particle system via the particle file field, the new particle system always discards the texture information and generally populates different values for Duration, Emission Rate, Start Color Variation, and sometimes some of the other fields randomly as well. Hitting the sync button always puts a different value in the Emission Rate field than what is in the .plist.

Is there something I am doing wrong, or is this perhaps a bug?

The easiest way to verify this is to put the same number for every single field in a particle system and a Sprite frame. For example, the number 20. After exporting a .plist and loading that .plist into another particle system component, it can never find the texture and then the emission rate gets stamped on. Thanks for your time. Cheers, Greg


Hello. Any way to enable Canvas renderer and build Canvas ???