iOS Simulator on M1

Am I’am missing something? I’m really confused there is no option to compile for the ios simulator on m1 Macbooks.
This makes it impossible to validate a game before submitting to the appstore.
How can it be such an important feature is missing in a framework which wants to compete with Unreal or Unity?!?
I found some strange comandline hints which should make it possible to compile for simulator.
But of course they totally fail.
Also the hint the Arm64 build can be run on the M1 directly is not helpfull.
While the game works fine if compiled directly for desktop it totally fails if using ios build on a desktop mac. The positions of textures background and othere images are totally wrong when running on a Mac Desktop. So this is also not usefull to double check if a game runs fine on different ipad resoultions.

Are there any plans to fix this? How do you handle this?
I’m pretty sure there are not so many developers who have all the different iPad devices available for testing.

This is not the forum for this question. There are no Godot Team Members reading these threads. Feature requests should go in the Godot Proposals GitHub.

I was going to tag the one person on here I thought would know, but I cannot find them on here anymore. Sorry. Hopefully someone will have an answer for you.

I don’t know about the M1 line but everything works perfectly fine for me on an M4 macbook air. What exactly did you try, in steps, that didn’t work?

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Thanks for the answer.
Well, if it works at M4 it should also on M1.
I just did a standard developer export of my Godot Project. I can open it in Xcode and the game on my iPhone. But running in the Xcode simulator doesn’t work.
The compiliing with Xcode already fails when selecting a simulator as target.
Copilot thinks it is an Arm64 problem and proposed several reconfigurations in Xcode config but nothing worked.
How did you do it? Via scons or directly via Xcode?

Almost all of my testing, as well as the releases I’ve pushed to a TestFlight group, has been directly on devices. I haven’t had to use a simulator yet, but I will look into it.
But I simply set things up inside godot, exported things out, and published directly from Xcode.
However, I have an apple developer account and I don’t make use of local developer Teams, so that might change things.

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