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It seems to be technically unfeasible, when trying to use Cocoapods in the project exported by Godot, errors occur saying that the class cannot be found, the only way is to manually add the .xcframework
But we can still use Cocoapods to make it easier to manage the development, because we can define the version and then generate the .zip with the necessary .xcframework, so the end user will not need to use Cocoapods
Edit: Cocoapods seems to work in the project exported by Godot, looks like a bug with my Xcode on the initial attempts
Is your feature request related to a problem? Please describe.
Related to #11 and godotengine/godot-proposals#4758
Describe the solution you'd like
Ask to the user to config the exported project as Cocoapods
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