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If you use a cross-platform tool like Xamarin or Unity, the only step of the development process that requires macOS is the publishing-to-app-store - and debugging on actual iOS hardware, if need be.

So it's not that bad, you can do most of your everyday work on whatever OS you prefer.



It is bad. Macs are expensive relative to how much usable silicon you get, and supporting a studio that needs to support iOS is tens of thousands of dollars to Apple's pocket I'd rather not spend. Contrast to Android which lets you cross compile from any OS and platform.

Also, if you think developing in Xamarin or Unity can be done off platform with some last minute debugging and ship... then you're in a reality many of us wish existed.


So develop for a cheaper platform. First it was complaints that Apple takes too much money from the app sales, now it is Apple's hardware requirements are just too expensive.

I get it, Apple takes a 30% hit and it is a lot of money. But managing your own payment platform and sales is going to consume 15% already, so I don't want to hear about how outrageous this is. No one accounts for what they are getting for their 30% when they whine about how Apple is being unfair.

Apple is a boutique brand that has a vast customer base of people who don't mind spending money. Want access to that? Pay! This is not a unique formula, look at an NFL franchise.




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