±Plugin Name // name of your plugin
± Build Resources // includes shared library parts
±Linux X86
±Linux x86-64
±Linux ARM
±iOS Device // New for 2020r2 (x86_64)
±iOS Simulator // New for 2020r2 (arm64)
±Mac arm64 // New for 2020r2
±Mac x86-64
±Mac Universal // include x86_64 and arm64 targets as a single binary
±Windows
±Windows x86-64
± IDE Resources // includes pictures/docs for your plugin
±Controls Palette // includes icon you’d see in the toolbar
±Help // plugin docs, must include index.html
The physical device is associated with an intel chip??
±iOS Device // New for 2020r2 (x86_64)
The simulator is associated with the arm64 chip only??
±iOS Simulator // New for 2020r2 (arm64)
I guess these are typo mistakes. So the simulator should be able to run on intel and M1 Macs, right? The device is just arm64, right?
No, I mean the iOS plugins from me, @Björn_Eiríksson and Xojo itself may need to include arm64 for iOS simulator for a future IDE with Apple Silicon support. At least if Xojo Inc. plans to use the simulator without Rosetta.
Yes that’s a typo, thanks for pointing it out. We only (currently) support the x86_64 simulator part, but you may build the simulator part as a Universal binary with an arm64 part as well. If we don’t find an arm64 part we’ll likely just use the Device portion when we do support the arm64 simulator part in the future.
I did the work today. My plugins grew another 50 MB and now have iOS Simulator dylib with both arm64 and x86_64 inside. Looks like due to the Simulator and Device being two separate SDKs, you can’t simply link all easily. I had to rebuild a lot of libraries for simulator arm64 target, too.