ContentLoadException w MonoGame

Próbowałem wczytać teksturę w MonoGame za pomocą Xamarin Studio. Mój kod jest skonfigurowany jak poniżej:

#region Using Statements
using System;

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Input;

#endregion

namespace TestGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        //Game World
        Texture2D texture;
        Vector2 position = new Vector2(0,0);

        public Game1 ()
        {
            graphics = new GraphicsDeviceManager (this);
            Content.RootDirectory = "Content";              
            graphics.IsFullScreen = false;      
        }

        /// <summary>
        /// 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.
        /// </summary>
        protected override void Initialize ()
        {
            // TODO: Add your initialization logic here
            base.Initialize ();

        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent ()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch (GraphicsDevice);

            //Content
            texture = Content.Load<Texture2D>("player");
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        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) {
                Exit ();
            }
            // TODO: Add your update logic here         
            base.Update (gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw (GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear (Color.CornflowerBlue);

            //Draw

            spriteBatch.Begin ();
            spriteBatch.Draw (texture, position, Color.White);
            spriteBatch.End ();

            base.Draw (gameTime);
        }
    }
}

Kiedy go debuguję, pojawia się błąd:

Microsoft.Xna.Framework.Content.ContentLoadException: Nie można załadować zasobu gracza jako pliku bez zawartości! ---> Microsoft.Xna.Framework.Content.ContentLoadException: Katalog nie został znaleziony. ---> System.IO.DirectoryNotFoundException: Nie można znaleźć części ścieżki 'C: Użytkownicy płomień Dokumenty Projekty Gra Gra bin Debuguj Zawartość file.xnb'. ---> System.Exception:

--- Koniec śledzenia stosu wyjątków wewnętrznych ---

at w System.IO .__ Error.WinIOError (Int32 errorCode, String maybeFullPath)

at w System.IO.FileStream.Init (ścieżka String, tryb FileMode, dostęp do FileAccess, prawa Int32, Boolean useRights, udział FileShare, Int32 bufferSize, opcje FileOptions, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)

at w System.IO.FileStream..ctor (ścieżka String, tryb FileMode, dostęp do FileAccess, udział FileShare, Int32 bufferSize, opcje FileOptions, String msgPath, Boolean bFromProxy)

at at System.IO.FileStream..ctor (ścieżka String, tryb FileMode, dostęp do FileAccess, udział FileShare)

at at System.IO.File.OpenRead (String path)

at at Microsoft.Xna.Framework.TitleContainer.OpenStream (String name)

at at Microsoft.Xna.Framework.Content.ContentManager.OpenStream (String assetName)

--- Koniec śledzenia stosu wyjątków wewnętrznych ---

at at Microsoft.Xna.Framework.Content.ContentManager.OpenStream (String assetName)

at at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset [T] (String assetName, Action`1 recordDisposableObject)

--- Koniec śledzenia stosu wyjątków wewnętrznych ---

at at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset [T] (String assetName, Action`1 recordDisposableObject)

at at Microsoft.Xna.Framework.Content.ContentManager.Load [T] (String assetName)

at TestGame.Game1.LoadContent () in c: Użytkownicy płomień Dokumenty Projekty Gra Gra Game1.cs: 0

at at Microsoft.Xna.Framework.Game.Initialize ()

at TestGame.Game1.Initialize () in c: Użytkownicy płomień Dokumenty Projekty Gra Gra Game1.cs: 0

at at Microsoft.Xna.Framework.Game.DoInitialize ()

at at Microsoft.Xna.Framework.Game.Run (GameRunBehavior runBehavior)

at at Microsoft.Xna.Framework.Game.Run ()

at TestGame.Program.Main () in c: Użytkownicy płomień Dokumenty Projekty Gra Gra Program.cs: 0

Więc co robię źle?

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