Comments (2)
Official export templates doesn't include ARM64 simulator binaries (limitation of OSXCross used to build it). You can either build a custom template or use x86-64 simulator (run Xcode under Rosetta).
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The latest version of Xcode (15.4) no longer has an option to run under Rosetta and doesn't appear to include any Rosetta simulators. Not sure if Apple have just stopped supporting this.
I noticed there's a PR that could fix this issue (#92750). I'm guessing this could take a while to make it into the beta.
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Related Issues (20)
- OpenGL: Mesh/Material resource preview thumbnails no longer render
- Problem assigning 2D bones.
- Draggging/moving the game window exhibits choppiness/stuttering HOT 3
- "Always closes output on exit" option not work (replaced by new option) HOT 3
- GD.RandRange is broken at integer limits, always returning the same number. HOT 4
- Collapse bottom panel issue HOT 1
- Exported game has issues with loading resources in @export variables HOT 7
- Array with inner class type(`Array[InnerClass]`) breaks debug with `failed to encode a path` HOT 3
- Fetching a texture in _draw() results in it being all white when attempting to draw it HOT 2
- Godot does not detect rear analog triggers on the stadia controller. HOT 1
- Editor freezes when reimporting glb if mesh has a shader material that contains an #include HOT 3
- `Godot.NET.Sdk`'s `GD0107` does not apply to exported members of type `Node[]`
- Resolving and caching issues of the GDScript editor when moving GDScript files
- Every other word blurry in checkbutton with linear texture / pixel font HOT 2
- Generated .gitignore excludes all android folders recursively
- Can not run fullscreen mode on WSLg X11
- VRS causes extreme aliasing on linux compared to windows HOT 2
- Multiple Run Instances takes a long time to start HOT 2
- Animation does not play after set input name of Transition in AnimationTree HOT 2
- Color's from Panel/ColorRect Nodes is not being rendered on Android using Godot 4.3 Beta 3 (old Vulkan 1.0 drivers) HOT 13
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