Based on my knowledge, spine-ios does support macOS 10.15 onwards, as stated in the documentation. However, there seems to be some confusion about the import statements and platform-specific components.
About the imports:
The documentation mentioning import SpineiOS and import SpineSwift appears to be outdated or incorrect. If you're only seeing import Spine available, that's likely the correct import for the current version of the runtime.
About UIKit usage:
You're right to notice UIKit in the source code. UIKit is primarily an iOS/tvOS framework, but many UIKit components are also available on macOS through Mac Catalyst (which is why macCatalyst 13.0 is mentioned in the supported platforms). When running on macOS, the runtime should handle the platform differences appropriately.
What you should check:
Installation method: Make sure you're installing spine-ios via Swift Package Manager as documented, and that you're targeting the correct platform (macOS) in your project settings.
Minimum macOS version: Verify your project's deployment target is set to macOS 10.15 or higher.
Mac Catalyst: If you're having issues with UIKit components on macOS, you might need to enable Mac Catalyst support in your project, or check if there are AppKit alternatives available in the runtime for native macOS apps.
If you continue to have issues getting spine-ios to work on macOS, there might be platform-specific limitations in the current implementation that aren't fully documented, or you may need to use the cross-platform spine-cpp runtime as an alternative for macOS applications.