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Just getting started with CocosSharp and Xamarin.Forms and I wanted to move on from using Circles and lines to draw everything. It looks like setting up a MonoGame Content Pipeline project is the way to go.

I've got the tool installed (on my mac). My "game" is actually really simple and is more of a visualization. I want to load up a texture file for a background, an image or two for the foreground, and a largish pile of sound files.

Do I have to manage the exact same files twice, in a separate tool from Xamarin Studio in order to do this? It seems like I'm missing something, but the documentation doesn't talk about cross-platform sharing at all.

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When you add the content project MSBuild overrides the set platform in your project (using it only as a default when you're building in the tool itself). You can use a single project, referencing it from both your platform specific tools to make sure MSBuild does this correctly.

Found the answer in a blog post by @darkside:

[The project's] platform is determined when you build the project You can either fix the platform build type (which is like setting a default) and build the content manually (you can also call the MGCB tool programmatically from a build script to build it separately if you wish as well, for advanced users). Alternatively, if you have your content file attached to your solution (which is the default), then Visual Studio will tell the Content Project which platform to build based on the platform you are building automatically, regardless of whether you share the project or not. This means you don't have to worry if the content will work on the platform or not (as different platforms use different methods for compression, formatting and so on. An XNB file built for Windows likely won't work on Android for example.

Quote from: http://darkgenesis.zenithmoon.com/monogame-building-multi-platform-solutions/

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