
Which iPads work
The README gives one rule for iPad: an iPad with an M1 chip or later, on iPadOS 26 or later. The reason is that the games' textures are BC-compressed, and older chips cannot read that format. An iPad with an A-series chip such as the base iPad is therefore below the rule. The iPad mini with an A17 Pro chip has the same chip as the iPhone 15 Pro, but the project names only M1-or-later iPads, so treat it as unconfirmed and ask in the official issue tracker before you spend hours on a build.
Pick your model in the device checker, or read the full requirements guide.
The same IPA installs on iPhone and iPad
nxnative produces one unsigned IPA that works on both iPhone and iPad. You do not build a separate version for the iPad. The IPA is built on a Mac (an iPad cannot build it), so you need an Apple silicon Mac with the tools from the build guide. Keep your own NSP files and prod.keys ready.
Install it on the iPad
The IPA is unsigned, so you sideload it with a tool such as AltStore, Sideloadly or LiveContainer. If your tool offers Increased Memory Limit, turn it on, because the bigger games need it. The steps are in the sideload guide. For a game that is too big to install, build again with --romfs separate and copy the game files once: see large games.
Playing on iPad
A settings screen appears before the game starts, and the app remembers your choices. Touch controls come in a 2D and a 3D layout, and a connected controller hides them and keeps every button. The controls guide explains both, and the settings page lists every option, such as frame rate and render scale.
Check that your game is supported before building: the games list shows what the project has tested.
Facts on this page were checked against the official nxnative commit bfc70881 (31 Oct 2026). The project changes often, so the official repository always wins.
This is an unofficial guide based on the project's public documentation. Use only games you own. For the latest details, check the official repository.