Xogot is a native iOS port of the Godot game engine editor for iPad and iPhone, developed by Xibbon and led by Miguel de Icaza (creator of GNOME, Mono, and Xamarin). The project required solving major technical challenges including iPadOS's single-process constraint (solved by virtualizing all global variables to run multiple Godot instances simultaneously), rebuilding nearly the entire UI in SwiftUI to meet Apple's touch-first design standards (44pt minimum tap targets), and embedding Godot within a native iOS shell. Key limitations include no support for native third-party plugins or .NET code due to Apple's security model. Xibbon also contributed LibGodot upstream, enabling Godot to be embedded in other applications. Future plans include Xogot Connect (an open-source add-on for desktop developers to run/debug on iOS devices) and eventual support for Apple Vision Pro.
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Can you tell us a little bit about your project?Why did you want to build Xogot?What was challenging about bringing the Godot Editor to the iPad and iPhone?What are the biggest differences between the Xogot and the Godot Editor?Considering the improvements made to adapt to the new form factor, are there any plans on bringing Xogot to other platforms?Were there some improvements made in Xogot that made it upstream?What’s next for Xogot?Sort: