I have been porting a project from cocos2d .99.4 onto the newest version of cocos2d using v 1.0.1. I copied over all the files, and changed the method names so as to update them with the new cocos2d engine. However, I have been getting warnings regarding this: Code: glView = [[EAGLView alloc] initWithFrame:[window bounds] pixelFormat:kEAGLColorFormatRGBA8 depthFormat:GL_DEPTH_COMPONENT24_OES preserveBackbuffer:NO]; it said no method was listed, and it was right; I changed it to initWithView. However, the simulator would launch, but the game would not load; the screen would not even 'flip' as it is supposed to. The above problem drew my attention to the fact that the EAGLView instance variable in the App.h file does not appear to be defined. A jump to definition yields no results. HOWEVER, EAGLView.h does exist, but it doesnt seem to be recognized. My own theory is that the Cocos2d template features a Platform folder with a iOS and MAC subfolder. Before you ask, yes I selected the cocos2d iOS template, and it still saddled me with this Mac crap. link 1 ^There you can see how EAGLView has no definition link 2 ^There you can see EAGLView.h clearly exists, altho in an iOS subfolder of Platform link 3 ^Here's the current cocos2d.h file link 4 ^Here's the App.m Implementation of the EAGLView mthd. Note how EAGLView txt is colorless. So, question in a nutshell? How do I get the EAGLView.h file to be recognized by the App.h file? Because it clearly isn't.