As with Rhino 5 for Mac, with Rhino 6 for Mac, we only currently plan to support cross-platform .NET plugins authored using RhinoCommon.
At this time, we still do not have plans to provide a C++ SDK with Rhino for Mac.
Many plugins for Rhino are already authored in .NET, but still have Windows-specific dependencies, especially when it comes to UI. We are a bit behind providing documentation and samples the our cross-platform UI toolkit we are using - Eto - and that’s something I want to rectify soon. Still, one would have to rework portions of UI-heavy plugins to work with Eto.
something which bugs me and i would wish that this would become targeted, is that drag and dropping images into the viewport to create a picture frame should work in mac rhino at least in the version 6 then, but also that files which actually can be opened are open when dragged onto the rhino icon
Thanks for bringing this up. Drag-and-drop is a great example of the difficulty of making code cross-platform compatible. Drag-and-drop is functionality that is provided by the underlying operating system in different ways on each platform. The RDK - on which the advanced material/rendering tools are built upon - makes heavy use of drag-and-drop. We are currently working on abstracting the code for drag-and-drop to be platform independent - but still call the underlying platform-specific code to behave predictably on each respective platform. That way, when a developer calls code that relates to drag-and-drop, they don’t have to do one way for Windows; then another way for macOS. We’re trying to dog-food all this stuff before we put it in front of third-party plugin developers, but we still rely heavily on their feedback to make sure we’ve got it right.