{
"$type": "site.standard.document",
"bskyPostRef": {
"cid": "bafyreihqfu76t7gn5ohppbdrh2bqzvqtf6ipmwkgwyqvxzpjd4kxjupgca",
"uri": "at://did:plc:dxjzgxe7cvirxkwfjr2tjspt/app.bsky.feed.post/3mngkosvfp7u2"
},
"path": "/t/testing-new-ios-backend/49609#post_11",
"publishedAt": "2026-06-04T01:26:19.000Z",
"site": "https://hub.jmonkeyengine.org",
"textContent": "Finally I was able to compile the project (by adding org.ngengine:libjglios-angle-ios:0.5 and all other libjglios libs in the jme3-ios-examples) although I’ve not been able to run it still. I’ve found plenty of different issues while updating to 3.10 and I’ve focused in solving them before, specially I had some custom shader related issues in android which I think would also happen on iOS.\n\nRiccardoBlb:\n\n> You just have to package the xcframeworks into `lib/ios/` in any jar in the classpath\n\nThanks, I changed my .jar to include the xcframework inside the expected folder\n\nRiccardoBlb:\n\n> Supporting the build on x86 targeting arm64 iphone should be feasible.\n> x86 to x86 simulator (is it a thing?) might be harder.\n\nYes, would be great to support both. If you need it, I can try helping you with this from my hackintosh although maybe too old OSX release… Just tell me if you need anything\n\nDuring the weekend I’ll get back to you after having tested my game on my really old iphone 5S, I hope it’s capable of running this…",
"title": "Testing new iOS backend"
}