*Both US and EU now
(P.S.: Personally, I initially thought Epic Games was stupid for flagrantly violating the ToS on purpose. Was that really needed to actually file the lawsuit? I dunno; I'm no expert. But it looked stupid. It looks a lot less stupid now, but it still kinda looks like a tactical mistake.)
Maybe they needn't be afraid here either, but from a risk perspective it does seem like causing a stink here may not be their best move. They're still going to aggressively try to railroad people into developing on Mac; there's no iPhone Simulator on Windows or Linux after all.
I’ve had multiple installs in the past where it worked fine.
While it’s ultimately up to the person doing the hackintoshing and thus an “honor system” thing, all the guides are pretty explicit about how you should generate serial numbers that are syntactically valid but cannot belong to real machines, for example that of a 12” Macbook manufactured in 2020 in Cork, Ireland (no such machine exists, as they were discontinued in 2019 and manufactured in China). That way there’s a small chance of collision with other hackintoshers, but no threat of accidentally using the serial of someone’s real Mac.
But yeah, I would probably use this for testing only, and do actual releases from macOS proper.
IANAL yada yada.
1. Dart can’t cross-compile from Linux to iOS yet. You could use Dart’s interpreter instead, but that’d significantly regress performance.
2. Flutter iOS projects use the Xcode project format, you’d need to migrate that to xtool’s project format
3. Flutter hasn’t finished migrating its plugin ecosystem from CocoaPods to SwiftPM - any plugin that hasn’t migrated to SwiftPM yet likely won’t work with xtool.