Simulator

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Rapidly prototype and test builds of your app during the development process using Simulator.

Posts under Simulator tag

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Resolving a "Simulator runtime is not available" error
Some Macs recently received a macOS system update which disabled the simulator runtimes used by Xcode 15, including the simulators for iOS, tvOS, watchOS, and visionOS. If your Mac received this update, you will receive the following error message and will be unable to use the simulator: The com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime is not available. Domain: com.apple.CoreSimulator.SimError Code: 401 Failure Reason: runtime profile not found using "System" match policy Recovery Suggestion: Download the com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime from the Xcode To resume using the simulator, please reboot your Mac. After rebooting, check Xcode Preferences → Platforms to ensure that the simulator runtime you would like to use is still installed. If it is missing, use the Get button to download it again. The Xcode 15.3 Release Notes are also updated with this information.
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May ’24
Sign in with Sandbox account in Xcode Simulator
Hello! I'm working on implementing SwiftUI + StoreKit2 IAP in my app, and Xcode testing has been fantastic, now I'd like to test my app with Sandbox, where I created a Sandbox account, and it works on my physical device, I can log in, make transactions, etc. (btw, feedback: please improve the UX for Sandbox testing, it's really clumsy compared to Xcode testing with Transaction Manager) My problem is that when I'd like to log in with my Sandbox account on the simulator (Settings -> Developer -> Sandbox Apple Account (at the bottom) -> Sign in), it doesn't work, it fails silently. I know it authenticates well, because if I type in the wrong password, I get an error popup, but with the right password, it just fails silently, hides the login sheet and the "Sign in" text remains "Sign in" (on my phone when I log in, the "Sign in" is replaced with the email address of the Sandbox account). I know many people get errors, and they recommend to go icloud.com and acccept TOS (done that), also to download the latest iOS for the simulator (also done), these are not a problem for me, as I don't get any errors. My authentication works, but for some reason the simulator still won't log in, it fails silently, and I see no errors/reason why. Tried with different simulators (latest iOS version), same result, tried to reboot the simulator, same result. Any idea why is this happening? Thank you, sendai
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Metal: Non-uniform thread groups unsupported in Simulator? Is it?
My app is running Compute Shaders that use non-uniform thread groups. When I run the app in the debugger with a simulator target the app crashes on encoder.dispatchThreads and the error message is: Dispatch Threads with Non-Uniform Threadgroup Size is not supported on this device. Previously the log output states that: Metal Shader Validation is unsupported for Simulator. However: When I stop the debugger and just run the app in the simulator without the debugger attached, the app just runs fine and does not crash. The SwiftUI Preview that also triggers the Compute Shader when preparing data also just runs fine without a crash. I can run and debug on a real device no problem - I just don't have all sizes available. Is there anything I need to check in my lldb/simulator configuration? It obviously does work, just the debugger cannot really deal with it? Any input would be nice as this really slows my down as I have to be extremely careful when debugging on the simulator.
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Simulator Location Authorization Issue: Authorization Status Remains notDetermined After Denying and Changing in System Settings
Hello everyone, I'm encountering a strange location authorization issue in the iOS simulator, and I'm hoping someone can help me analyze it. Problem Description: When my app runs for the first time in the simulator, it requests location permissions. I select "Deny" for the authorization. Then, I go to the simulator's "Settings" -> "Privacy & Security" -> "Location Services" and enable location permissions for my app. However, when I return to the app, CLLocationManager.authorizationStatus still returns .notDetermined, and the authorization request pop-up does not appear again. This issue persists even after resetting the simulator settings multiple times. import CoreLocation @Observable final class LocationManager: NSObject, CLLocationManagerDelegate { var locationManager = CLLocationManager() var currentLocation: CLLocationCoordinate2D? override init() { super.init() locationManager.delegate = self } func locationManagerDidChangeAuthorization(_ manager: CLLocationManager) { let status = manager.authorizationStatus print("Authorize Status: \(status)") switch status { case .authorizedWhenInUse, .authorizedAlways: locationManager.startUpdatingLocation() case .denied, .restricted: stopLocation() case .notDetermined: locationManager.requestWhenInUseAuthorization() print("Location permission not determined.") @unknown default: break } } func requestLocation() { let status = locationManager.authorizationStatus if status == .authorizedWhenInUse || status == .authorizedAlways { locationManager.requestLocation() } else { locationManager.requestWhenInUseAuthorization() } } func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) { guard let newLocation = locations.first else { return } currentLocation = newLocation.coordinate print("Updated location: \(newLocation.coordinate)") } func locationManager(_ manager: CLLocationManager, didFailWithError error: Error) { print("Location update failed with error: \(error.localizedDescription)") currentLocation = nil } func stopLocation() { locationManager.stopUpdatingLocation() print("Stopped updating location") } }
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Unable to download latest version of iOS simulator
Hello, When trying to download the latest version of iOS simulator on xCode i get this error: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2025-02-21 09:05:50 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 22D8075; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 49 User Info: { checkConfiguration = 1; } System Information macOS Version 15.0 (Build 24A335) Xcode 16.2 (23507) (Build 16C5032a) Timestamp: 2025-02-21T11:05:50+02:00
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Inconsistent behavior across different test environments and simulators
I'm working on Apple Watch UI tests and have noticed different results between local and Xcode Cloud environments. I tested all cases locally, and they worked fine. However, when running the tests on Xcode Cloud, some issues caused them to fail: The test requires clicking a button to display the built-in keyboard, but on Xcode Cloud, the keyboard never appears, no matter how long I wait. The app unexpectedly closes during testing, displaying the error message: "Failed to launch application {Your app} is not running." These failures occurred on two different simulator destinations (Ultra 49mm 11.2 / Series 7 45mm 11.2) and can only be reproduced on specific simulators. Has anyone encountered a similar issue?
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App Tracking Transparency permission request iPadOS 18.3.1.
I implemented AppTrackingTransparency framework but Apple is rejecting the review because it seems the request is failing on iPadOS 18.3.1. which seems rare since it is working on all other devices. Has anyone faced the same issue? I have tested this in a physical iPhone with IOS 18.3.1 and in several devices using Xcode runtime simulator including iPad and iPhone in different IOS versions up to 18.2 (which I understand is the latest available in Xcode). The problem is that 18.3.1 runtime simulator is not available yet. Does anyone have more information when it will be available or what to do in these cases?
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Error Simulator Download Simulator IOS 18.2 22C5142a
I can't install Simulator 18.2 I reinstalled sometimes Xcode y always return this erro Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2025-02-15 15:41:39 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.appleTVOSSimulatorRuntime), serverParameters ({ RequestedBuild = 22K5148a; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.appleTVOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 49 User Info: { checkConfiguration = 1; } System Information macOS Version 15.2 (Build 24C101) Xcode 16.2 (23504) (Build 16C5023f) Timestamp: 2025-02-15T09:41:39-06:00
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Unkown photos were added to my iPhone Photo App.
There are several unknown pictures were added to my iPhone Photos. I'm developing a iOS app in swiftUI. And I'm sure that neither my developing app asked a permission to save photos to iOS device, nor these pictures are taken by myself, downloaded from the web, or synced from my iCloud. Why does this happen? Is my account or my iPhone attacked or hacked? btw, my device has turned the debug mode on, will this setting option would leads some vulnerability or some debug tools would add photos to my albums? The attached pictures are the unknown photos in my Photos App. I'v search this photo with google. And I found that many developers in stack overflow use this picture when they encounter troubles with image display or other manipulation. Where where are this photo come from? Why does it exist in my Photo albums?
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Issue in TabletopKit Sample scene + shared immersive space
Hello Community, I am currently developing an experimental VisionOS app, to investigate the social effects of the new Spatial Persona feature, for my bachelor thesis. My setup includes a simple board game for the participants, in which they can engage with their persona avatars. I tried to use the TabletopKit for this setup, but ran into issues when starting the SharePlay session. When I testes my app, I couldn't see the other spatial persona anymore, despite the green SharePlay button indicating the session started. The other person can see my actions in their version of the app on the board, but can not interact with anything. Also, we are both seat on the default side of the seat. I tried to remove the environment I added, because it doesn't seem to synch with the other player. When I tried the FaceTime feature in the simulator without the environment, I could then see the test robot avatar, but at a totally wrong place. It's seems like it isn't just my environment occluding the seats, but a flaw in the seating process as well. When I tried the FaceTime feature in the simulator on the official test scene (TabletopKit Sample), I got the same incorrect placement and the warning "role(for:inSeatNumber:): The provided role identifier does not match a role in the current template." So my questions are: What needs to be changed so the TabletopKit can handle seating correctly? How can I correctly use immersive scenes in combination with the TabletopKit? I tried to keep the implementation of the TabletopKit example as close as possible, so I think it will enough to look into this codebase for now. I debugged the position of seats and they are placed correctly in front of their equipment. The personas are just not placed on them.
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Option to download SDK Seperatly.
Hey Guys , I think forcing people to download Simulator along side SDK will increase hude download size, is not a good experience for developers. Make simulator download optional and you can keep it ticked by default inside (Settings/Components/IOS XX.X Support) for beginner developers , but for advanced developer there should be option to untick it and reduce huge download size. If it doesn't result in huge download size,then we have took a wrong turn somewhere.
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Unincluded dependencies failing to build for watchOS companion app.
When trying to use the watchOS preview the simulator fails to load and throws about 15 errors. Clearly the simulator is trying to load all of the iOS packages to the watchOS simulator. However, these packages clearly aren't included in the watchOS app. Furthermore, both apps build successfully to the main simulators, just not the previews. Having a list of errors that simply should not be there is a pretty big annoyance when something is going wrong. How do I fix this?
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Cannot launch simulated executable: no file found at /Applications/Warenwirtschaft.app
Hallo zusammen, ich habe seit einiger Zeit ein Problem, dass ich eine App 'Warenwirtschaft' aus Xcode heraus nicht mehr im Simulator oder auf meinem IPad starten kann. Ein Compilieren und Verteilen über TestFlight funktioniert weiterhin ohne Probleme. Leider klappt das Debugger nun nicht mehr. Anbei die Fehlermeldung von Xcode. Ich hoffe ihr könnt mir helfen. Grüsse Mark Cannot launch simulated executable: no file found at /Applications/Warenwirtschaft.app Domain: IDEFoundationErrorDomain Code: 1 User Info: { DVTErrorCreationDateKey = "2025-02-05 10:10:06 +0000"; IDERunOperationFailingWorker = IDELaunchiPhoneSimulatorLauncher; } Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "D572897F-2ECB-4109-9DFC-C7D0FB145C1C"; "device_model" = "iPad16,6"; "device_osBuild" = "18.2 (22C150)"; "device_platform" = "com.apple.platform.iphonesimulator"; "device_thinningType" = "iPad16,6-A"; "dvt_coredevice_version" = "397.28"; "dvt_coresimulator_version" = "993.7"; "dvt_mobiledevice_version" = "1759.81.1"; "launchSession_schemeCommand" = Run; "launchSession_state" = 1; "launchSession_targetArch" = arm64; "operation_duration_ms" = 562; "operation_errorCode" = 1; "operation_errorDomain" = IDEFoundationErrorDomain; "operation_errorWorker" = IDELaunchiPhoneSimulatorLauncher; "operation_name" = IDERunOperationWorkerGroup; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphonesimulator"; "param_diag_113575882_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_mtc_enable" = 1; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 0; "param_launcher_substyle" = 0; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_structuredConsoleMode" = 1; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphonesimulator18.2"; "sdk_osVersion" = "18.2"; "sdk_variant" = iphonesimulator; } System Information macOS Version 15.3 (Build 24D60) Xcode 16.2 (23507) (Build 16C5032a) Timestamp: 2025-02-05T11:10:06+01:00
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Immediate crash of Apple Watch simulator when typing a key
I get a crash in Apple Watch simulator (Series 9 45mm 18.0) as soon as the app launch if I type anything on external keyboard (just hitting command key for instance to capture a screenshot). Same crash on series 7 (45mm, OS 18.1) But app works normally when I use mouse to interact with the app on simulator. App does not crash on real device (Watch 4 OS 10.4.1). Nor does it crash on Series 6 simulator (44 mm OS 17.4). Here are the log I could collect (apparently, they contain sensitive language !!! so I attach as a file.: Attached logs
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Xcode 16 having issue on macOS 14 arm-64 and 15 arm-64 images
Issue description: Using Xcodebuild command to build a project using Xcode 16.1 and 16.2, getting multiple device simulator warnings with same os and same model. Please see issue: https://github.com/actions/runner-images/issues/11036 Repro steps: create a Xcode project, build it using below command with Xcode 16 version. run: | echo "Building project manually..." xcodebuild -workspace MyApp.xcworkspace -scheme MyApp -destination 'platform=iOS Simulator,name=iPhone 16 Pro,OS=18.2' build | xcbeautify --renderer github-actions
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ATT Prompt Appears in Simulator but Not on Physical Device - Cordova iOS App
I'm experiencing an inconsistent behavior with the App Tracking Transparency (ATT) prompt in my Cordova iOS app using the admob-plus-cordova and cordova-plugin-consent plugins. Environment: Cordova iOS app Plugins: admob-plus-cordova, cordova-plugin-consent iOS Simulator: 16.0 Physical device: iphone 12 17.5.1 Xcode version: 16.2 Issue: The ATT permission prompt appears correctly in the iOS Simulator but fails to show on physical devices. I've verified that: Info.plist includes NSUserTrackingUsageDescription The ATT request is triggered before initializing AdMob The device is running iOS 14.5 or later Expected behavior: ATT prompt should appear on first launch on physical devices (as it does in the simulator) Actual behavior: ATT prompt appears correctly in simulator [attach your screenshot] ATT prompt never appears on physical device Troubleshooting steps tried: Verified app hasn't previously requested ATT permission Confirmed tracking is enabled in device Settings -> Privacy -> Tracking Verified implementation order (ATT request before AdMob initialization) Any insights on why this might be happening or additional debugging steps would be greatly appreciated.
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