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iOS 4.6.2 export template ships broken arm64 simulator xcframework slice on Apple Silicon #118161

@ozziej

Description

@ozziej

Tested versions

Reproducible in 4.6.2.stable
Works in 4.6.1

System information

Godot v4.6.2.stable - macOS Tahoe (26.4.0) - Multi-window, 2 monitors - Metal (Forward+) - integrated Apple M1 Pro (Apple7) - Apple M1 Pro (10 threads) - 16.00 GiB memory

Issue description

The shipped iOS export template appears to advertise arm64 simulator support, but the actual simulator libgodot archive only contains x86_64.

On Apple Silicon Macs, this causes iOS simulator builds from the exported Xcode project to fail with many undefined Godot symbols, because Xcode selects the arm64 simulator target but the bundled libgodot.a does not actually contain an arm64 simulator slice.

What I expected:
The iOS simulator xcframework slice ios-arm64_x86_64-simulator should contain both arm64 and x86_64, matching the
xcframework metadata.

What happens instead:
The archive at:

~/Library/Application Support/Godot/export_templates/4.6.2.stable/ios.zip
-> libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a

is x86_64-only.

This causes exported iOS projects to fail to link for Apple Silicon simulators.

Typical linker errors:

  • Undefined symbol: _err_print_error(...)
  • Undefined symbol: _err_flush_stdout()
  • Undefined symbol: Dictionary::Dictionary()
  • many other Godot C++ symbols

The simulator xcframework metadata claims arm64 support, but the actual archive does not contain it.

For example, after extracting the iOS template zip:

lipo -info libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a

reports only:

x86_64

However, the xcframework slice is named:

ios-arm64_x86_64-simulator


### Steps to reproduce

1. Install Godot 4.6.2.stable export templates.
2. Export an iOS project.
3. Open the generated Xcode project on an Apple Silicon Mac.
4. Build for a normal iPhone/iPad simulator.

### Minimal reproduction project (MRP)

N/A Happens with all projects.

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