Does Unity support XCFrameworks?

I added a XCFramework to a vanilla project, under Plugin/iOS.
When I try to build the Xcode project, the Editor (2019.4.12) throws the error:

“Plugins colliding with each other”

Plugin 'test.framework' is used from several locations:
 Assets/Plugins/iOS/test.xcframework/ios-i386_x86_64-simulator/test.framework would be copied to <PluginPath>/test.framework
 Assets/Plugins/iOS/test.xcframework/ios-arm64_armv7/test.framework would be copied to <PluginPath>/test.framework

Please fix plugin settings and try again.
  
UnityEditor.Modules.DefaultPluginImporterExtension:CheckFileCollisions(String)
UnityEditorInternal.PluginsHelper:CheckFileCollisions(BuildTarget) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Plugins/PluginsHelper.cs:25)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun() (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:136)

Is there a way to use XCFrameworks on Unity?

No, it doesn’t!
But xcode does. so you can add xcframework into the project in the post build script. See here:
https://forum.unity.com/threads/how-do-i-add-xcframwork-from-code.840163/

I don’t have the answers but maybe this can help:
https://forum.unity.com/threads/how-do-i-add-xcframwork-from-code.840163/

Maybe xcframework will be supported in Unity 6000.0.0 Beta 16 → release note

Hi everyone,
I am happy to announce that we added proper support for framework bundles (.xcframework files) in these upcoming versions of the Unity Editor:

  • 6000.0
  • 2022.3
  • 2021.3

The symbolic links will survive the import operations, and code signing validation should now pass.

Please give it a try when possible and open a new discussion for any follow-up question.

Thanks!