I can't import assets


I want to ask a question? :smiley:
I use Lubuntu 14.04 LTS and Monodevelop 4.0,Monogame 2.5.1,Mono 3.2.8, my native languaje is the c# and the XNA.
OK the problem is that I can’t import assets (this is the all code):

#region Using Statements

using System;

using Microsoft.Xna.Framework;

using Microsoft.Xna.Framework.Graphics;

using Microsoft.Xna.Framework.Storage;

using Microsoft.Xna.Framework.Input;


namespace apalaap



/// This is the main type for your game


public class Game1 : Game


GraphicsDeviceManager graphics;

SpriteBatch spriteBatch;

public Game1()


graphics = new GraphicsDeviceManager(this);


graphics.IsFullScreen = false;



/// Allows the game to perform any initialization it needs to before starting to run.

/// This is where it can query for any required services and load any non-graphic

/// related content.  Calling base.Initialize will enumerate through any components

/// and initialize them as well.


protected override void Initialize()


// TODO: Add your initialization logic here



public Texture2D sprite;

public Rectangle lienzo;


/// LoadContent will be called once per game and is the place to load

/// all of your content.


protected override void LoadContent()


// Create a new SpriteBatch, which can be used to draw textures.

spriteBatch = new SpriteBatch(GraphicsDevice);


lienzo = new Rectangle(graphics.GraphicsDevice.Viewport.X,




//TODO: use this.Content to load your game content here



/// Allows the game to run logic such as updating the world,

/// checking for collisions, gathering input, and playing audio.


/// Provides a snapshot of timing values.

protected override void Update(GameTime gameTime)


// For Mobile devices, this logic will close the Game when the Back button is pressed

if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)




// TODO: Add your update logic here




/// This is called when the game should draw itself.


/// Provides a snapshot of timing values.

protected override void Draw(GameTime gameTime)



//TODO: Add your drawing code here


Vector2 pos = new Vector2(lienzo.Left,lienzo.Top);

spriteBatch.Draw(sprite, pos, Color.White);







I run the program and say that can’t import assets.
Please you can help me,some upgrade,solution or something else?
But linux needs more attention :frowning:
I really gratefull the help :slight_smile:

This is the exactly error:

Microsoft.Xna.Framework.Content.ContentLoadException: Could not load Content/sprite.png asset!
  at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[Texture2D] (System.String assetName, System.Action`1 recordDisposableObject) [0x00000] in :0
  at Microsoft.Xna.Framework.Content.ContentManager.Load[Texture2D] (System.String assetName) [0x00000] in :0
  at apalaap.Game1.LoadContent () [0x0001e] in /home/ivanrm507/apalaap/apalaap/Game1.cs:51
  at Microsoft.Xna.Framework.Game.Initialize () [0x00000] in :0
  at apalaap.Game1.Initialize () [0x00002] in /home/ivanrm507/apalaap/apalaap/Game1.cs:37
  at Microsoft.Xna.Framework.Game.Run (GameRunBehavior runBehavior) [0x00000] in :0
  at Microsoft.Xna.Framework.Game.Run () [0x00000] in :0
  at apalaap.Program.Main () [0x00010] in /home/ivanrm507/apalaap/apalaap/Program.cs:20

You don‚Äôt need to put ‚ÄėContent/sprite.png‚Äô in the content loader method, just use ‚Äėsprite.png‚Äô. The content manager will append the Content folder for you since that is where its root directory is.

At the moment its trying to load ‚ÄėContent/Content/sprite.png‚Äô

Also make sure your sprite.png is added to the project in the Content directory and set to Content/Copy if Newer.

Don’t work.
I tried to put ‚Äúsprite.png‚ÄĚ but say ‚ÄúCould not load sprite.png asset‚ÄĚ

Try just this:

sprite = Content.Load<Texture2D>("sprite");

Files loaded with the content manager don’t normally have a file extension.

Does not work.
Show the same error. :frowning:

Hmm, it sounds like /home/ivanrm507/apalaap/apalaap/bin/Debug/Content/sprite.xnb doesn’t exist, then? Do you have a content pipeline setup? For Linux you’d use the command line tool, MGCB: https://github.com/mono/MonoGame/wiki/MonoGame-Content-Builder

I’m actually not sure how well it’s working on Linux in 3.2 onward, but if you hit any errors you can file an issue and someone will have a look at it.

Hey dellis‚Äč1972
I see your video about the content pipeline for linux
Can you give me the addin for monodevelop?

You can precompile assets. I suggest you to do that.

There is this thing for Monodevelop : https://github.com/mono/MonoGame/wiki/Xamarin-Studio-Content-Pipeline-Addin

But i don’t have any idea how well this works.