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iOS simulator support and mobile test runs - #454

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CedNaru merged 1 commit into
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feature/ios-simulator
Nov 4, 2026
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CedNaru merged 1 commit into
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feature/ios-simulator

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@CedNaru CedNaru commented Nov 3, 2026 •

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The iOS libraries were only built for devices, so a game using the addon could not run in the iOS simulator. CI now also builds the extension for the simulator (arm64 and x86_64), and the addon ships static xcframeworks instead of bare .a files: the extension's, with godot-cpp merged in, and FMOD's core and studio ones. They are still static, so the extension stays linked into the app binary (#438), which the existing check keeps verifying.

The tests now run on every platform, in a debug and a release export, following godot-jvm:

  • Desktop: editor, release export and debug export tests on Linux, macOS and Windows.
  • iOS: the tests_ios export is built for a device (link check) and for the x86_64 simulator, where the tests run. Godot's official simulator template has no arm64 slice, so the simulator runs it under Rosetta.
  • Android: a new tests_android preset (arm64 and x86_64, Gradle build with the AARs) runs on an x86_64 emulator, with the Compatibility renderer since the emulator's software Vulkan cannot present. The result must also report as many test cases as the sources declare.
  • Web: each browser and threading job runs the release export, then the debug export.

The CI graph follows godot-jvm's columns: build, assemble (one job per platform, the iOS one assembling the xcframeworks), test, then the addon package.

The platform specs gain "games built for iOS run in the iOS simulator", and the tracker notes describe the new coverage.

Based on #434.

…he iOS simulator and an Android emulator

Co-authored-by: Gustavo Maciel <20030153+gumaciel@users.noreply.github.com>
@CedNaru
CedNaru force-pushed the feature/ios-simulator branch from 8f5cacd to feabef5 Compare November 4, 2026 01:31
@CedNaru
CedNaru merged commit 89609f8 into master Nov 4, 2026
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