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
Search Toolbar Disappears when Dragging MapView to one side when iPhone Duo is Open
In an app using SwiftUI's NavigationSplitView with UIKit view controllers hosted via UIViewControllerRepresentable in the detail pane, a UIBarButtonItem (system .search) in the hosted view controller's navigationItem disappears visually when the iPhone Duo simulator view is dragged to the right side while the Duo is open, while its tap target remains active in the same location, however when tapped, nothing happens. Dragging back to the center restores the icon. The same button, and the same NavigationSplitView layout, is completely stable under equivalent live window-resizing on Mac Catalyst -- resizing the Catalyst window never reproduces the issue. This seemingly points to the Duo simulator's window/hit-test recomposition during the fold transition rather than an app-level bug. See screenshots. I
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Where is the I/O > External Displays feature?
Hello. I have just updated to Xcode 27 to support this version, however... my app is a navigation app with CarPlay support... The I/O > External Displays option through the Simulator helps a lot when testing it, but I’ve noticed it is now gone Why? Who thought this was a good idea? Some of us support apps that are beyond a simple ToDo app So now I have to go back to the previous version of Xcode, or what?
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Layout margins guides are still broken the iPhone Duo (sim) and 27.1 RC
Layout margin guides are broken throughout UIKit and SwiftUI on the iPhone Duo sim in iOS 27.1 RC. For example, a cell which looks perfectly fine on a normal iPhone sim (which has a compact horizontal size class), has zero vertical layout margins on iPhone Duo. Here's some screenshots. The red dotted lines are supposed to show the margins in the cell content view, i.e., the boundary between default padding around the cell (for its background) and the content of the cell. On every other device and size class these all work, and will have some vertical margin. iPhone 18 Pro: iPhone Duo: As you can see, the border is cut off. No vertical margins at all. iPhone Duo Unfolded: Not only is it busted just in UICollectionViews. Check out this segmented control (also configured with layout margins). This works fine on catalyst, iPhone, and iPad. This makes me very nervous about shipping with the 27.1 SDK. Is this a known issue? If so, what is the recommended workaround in the meantime? FB25097501
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Screen orientation on iPad
Xcode version 26.6 (17F113) MyOwnKeyboard-PAD app looks OK using simulator iPad Air 11-inch(M4). It automatically reformats to all orientations using only left and right landscape selected in General, Deployment Info. The submitted app 1.9 (4) had the portrait checked which was an error. I tried to update to version to 1.10 without portrait and upside down, but Validation states it must have all orientations needed. I tried setting all orientations and the simulator cuts off the sides. I am using a new mini M4 with Tahoe 26.6.2 Converted from an older developer mini using Migration Assistant. After conversion Xcode could not find xcspace files and apps locked up. I had to create new apps with different bundles which got conflicted in AppConnects causing rejects. When new versions are submitted, old versions cannot be removed because of submission states. Causing similar binaries, design and scam. I got trapped in the process! I have replied to AppConnect ref. binaries, design and scam. I hope someone can straighten this mess out. The good new is the free MyOwnKeyboard-PHONE analytics look OK with 4,000 impressions and 38 downloads and 172 product page reviews. It's a start! Thank you. Charlie Coupe Designer/Coder 2026sep16
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iOS 27 simulator never shows the AlarmKit permission prompt
Spent a good while debugging my own alarm code before working out the problem wasn't mine, so here it is in case someone's about to do the same thing. iOS 27 simulator, erased, clean install. requestAuthorization() comes back .denied and you never get a permission dialog at all. I had XCUITest sitting there watching SpringBoard for an Allow button over a bunch of runs, nothing. You can grant it manually in Settings and then authorizationState says .authorized, so the permission itself works, it's just the prompt that doesn't happen. On my actual phone (13, same 27.0) everything's normal, it schedules and rings and the alert comes up with snooze and stop on it. Then I went back to a 26.3 sim to compare and that one's worse here. SpringBoard keeps crashing, every few minutes, same thing each time: -[TLAlertQueuePlayerController _prepareAudioEnvironmentForStateDescriptor:isForMusicPlayback:] Unrecognised selector, SIGABRT, while it's trying to play the alert tone. It did that on a device I'd just erased with my app not even installed yet. Has anyone got the AlarmKit prompt to show up on 27 at all? Flag, particular device, entitlement, something in the plist I'm missing? And if you did grant it by hand there, do alarms actually fire afterwards on the sim? I never got far enough to find out, I just moved to the phone. Also curious whether anyone else sees that ToneLibrary crash on 26.3 under macOS 27. The AlarmKit wrapper I was poking at when I hit this is a free MIT gist, auth handling and deterministic alarm ids and the cancel-then-schedule ordering that got me earlier in the week: https://gist.github.com/yakubmurcek/61d8e3a60eb81e2c1f785010b4aa46de
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Xcode 27 cannot open storyboards or create simulators
Hi. Today we upgraded to Xcode 27 and installed the iOS 27 runtime component. Now storyboards cannot be opened. Xcode only displays "Loading iOS 27.0..." Besides, we cannot create simulators either. iOS 27 runtime appears missing even though it is installed. We tried removing and reinstalling the runtime but it didn't work. Right now all development came to a halt. Please help.
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iPhone Duo Simulator: screen stays dimmed and unresponsive after ⌘L lock/unlock in split view until ⌘ is pressed
Environment Xcode 27.1 (27A9269) Simulator runtime: iOS 27.1 (24A94401) Device: iPhone Duo simulator (unfolded) macOS 26.7.1 (25G241), Apple silicon Mac Hardware keyboard connected (default Simulator setting) Summary After locking the iPhone Duo simulator with ⌘L and unlocking it, the whole display stays dimmed and appears unresponsive. Both apps in split view are affected. Pressing the ⌘ key once restores the screen immediately. This reproduces with only system apps (Settings + Safari), so it does not appear to be app-specific. Steps to reproduce Boot the iPhone Duo simulator (iOS 27.1) and unfold it. Open Settings and Safari side by side in split view. Press ⌘L to lock the device. Unlock (swipe up on the lock screen). Expected The display returns to normal brightness and both apps respond to input. Actual The entire display, including both split-view apps, stays dimmed. Taps appear to do nothing while it is dimmed. Pressing ⌘ once immediately restores normal brightness. After recovering, Settings had navigated to a different page, which suggests some taps were delivered while the screen was dimmed. Notes It looks like the simulator misses the ⌘ key-up when ⌘L locks the device, so iOS behaves as if ⌘ is still held (the hold-⌘ shortcut overlay dimming the screen). Locking with Device ▸ Lock from the Simulator menu avoids the ⌘ modifier entirely. In one case the dimmed state persisted across relaunching an app and only cleared after rebooting the simulator. We first hit this while testing our own app in split view, where it looked like an app hang. Sampling the app's process showed the main thread idle. Workaround Press ⌘ once after unlocking, or lock with Device ▸ Lock instead of ⌘L. Has anyone else seen this on the iPhone Duo simulator, or is this a known issue?
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Xcode 27 No iOS 27 Simulators
Tried three times now and absolutely cannot get Xcode 27 to install iOS 27 Simulators. I have done a complete uninstall of Xcode (including things in ~/Library). And even purged /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/ When Xcode 27 (27A266a; release version) is installed and run the first time, I'm greeted with the SDK screen. I select iOS and it downloads that runtime. I can see it in Xcode's Components panel in Settings. I only see Any iOS Device as a target device in Xcode. If I launch Device Hub, it's empty and I cannot add any devices since the Add dialog shows No Runtimes Available. Selecting "Add Platforms in Xcode" takes me back to Xcode, but I only ever see iOS 26.5 or older in the list. I've even tried the various xcrun simctl commands, but to no avail. Why is it so difficult to have a clean install of Xcode 27, have it install the iOS 27 SDK and then be able to build and run existing projects? I'm on the release version of macOS 27.0.1 though the problems persisted earlier today on macOS 27.0 as well.
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Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected": <key>__AssetDefaultGarbageCollectionBehavior</key> <string>NeverCollected</string> The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'." Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected. Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library). Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request? I am trying to avoid booting into Recovery Mode just to delete a cache file. Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
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Device Hub: Can't switch keyboard input language with a physical keyboard
Hi, I can't switch between Korean and English input with my Mac's physical keyboard in Device Hub. The globe button on the software keyboard switches fine. Simulate Hardware Keyboard is on. I tried Ctrl+Space and Caps Lock. Nothing changes the language in the simulator. Xcode 27.1 beta, Device Hub 27.1 beta. Anyone else seeing this or know a workaround?
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Xcode 27: CLLocationManager kCLErrorDomain Code=5
Dear Apple Developer Community, Our app monitors a user-defined region by using startMonitoring on an instance of CLLocationManager. While it works as intended on a real device, starting with Xcode 27, this method invocation always results in >locationManager ... monitoringDidFailFor< being called. The error code is always kCLErrorDomain Code=5 but this only occurs within iOS 27 simulators. It works perfectly in iOS 26 simulators. Additionally, CLLocationManager.isMonitoringAvailable(for: CLCircularRegion.self) always returns false on these iOS 27 simulators. This issue blocks parts of our automated system tests. Is it a bug or on purpose? Thank you in advance.
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RealityKit VideoMaterial renders 8-bit HEVC HLG/BT.2020 360° video with a purple tint in the visionOS Simulator (device is fine)
We paint a looping 360° video on the inside of a sphere with VideoMaterial(avPlayer:): an AVQueuePlayer plus AVPlayerLooper, a ModelEntity with an inward-facing equirectangular mesh, inside a .mixed ImmersiveSpace. No shaders, no VideoPlayerComponent. We could not find an official Apple sample that puts a VideoMaterial on a 360° sphere; this is the plain pattern from the VideoMaterial(avPlayer:) reference and the one used in threads like 734081. On Apple Vision Pro hardware the video renders correctly. In the visionOS Simulator (27.0, 26.5 and earlier 26.x, Xcode 27.0) the whole frame has a strong purple/magenta cast. Audio and timing are fine. The video (which we cannot share, so here is its metadata, image sample of issue on simulator provided below): MP4, HEVC Main, 8-bit 4:2:0, 3840x1920, tagged BT.2020 primaries, HLG transfer (ARIB STD-B67), BT.2020 non-constant matrix, both in the colr atom and in the SPS VUI. ffprobe -show_format -show_streams (trimmed): [STREAM] index=0 codec_name=hevc profile=Main codec_type=video codec_tag_string=hvc1 width=3840 height=1920 pix_fmt=yuv420p color_range=tv color_space=bt2020nc color_transfer=arib-std-b67 color_primaries=bt2020 r_frame_rate=30000/1001 avg_frame_rate=679200/22663 duration=37.771667 bit_rate=25030607 [SIDE_DATA] side_data_type=Stereo 3D type=2D horizontal_field_of_view=360000/1000 [/SIDE_DATA] [/STREAM] [STREAM] index=1 codec_name=aac profile=LC codec_type=audio codec_tag_string=mp4a sample_fmt=fltp sample_rate=48000 channels=2 channel_layout=stereo duration=37.758333 bit_rate=128176 [/STREAM] [FORMAT] nb_streams=2 format_name=mov,mp4,m4a,3gp,3g2,mj2 duration=37.778333 bit_rate=25160348 TAG:major_brand=mp42 TAG:minor_version=1 TAG:compatible_brands=isommp41mp42 [/FORMAT] AVFoundation's view of the track, from CMFormatDescriptionGetExtension on the loaded video track: primaries=ITU_R_2020 transfer=ITU_R_2100_HLG matrix=ITU_R_2020 bitsPerComponent=8 The playback code, reduced to the essentials: let item = AVPlayerItem(url: fileURL) let looper = AVPlayerLooper(player: player, templateItem: item) // retained player.actionAtItemEnd = .advance let material = VideoMaterial(avPlayer: player) let sphere = ModelEntity( mesh: try equirectSphere(radius: 12), // lat/long grid, normals inward, materials: [material] // UVs (u, 1 - v), inward winding ) sphere.position = [0, 1.5, 0] rootEntity.addChild(sphere) // rootEntity was added in RealityView { } player.play() What we have ruled out in a minimal sample project: Apple's own 360° HLS example (360 Lighthouse, HEVC Main 10, 10-bit, BT.709 SDR) plays with correct colours in the same sphere, same code, same simulator session. Rewriting our file's colr atom to BT.709 (three bytes, no re-encode) is honoured by AVFoundation (the track's CMFormatDescription then reports ITU_R_709_2 for primaries, transfer and matrix) but the tint stays. So the remaining differences between the failing file and Apple's working stream are 8-bit Main vs 10-bit Main 10, HLG/BT.2020 in the bitstream VUI vs BT.709, and local MP4 vs HLS. The minimal sample project (without the video) is available on request. Is this a known limitation of the simulator's VideoMaterial path with 8-bit HLG content, and is there a recommended way to get device-equivalent colour in the simulator? Feedback filed as FB24997147. Here is a sample of the result on the simulator of a cement column, painted white, but rendered purple on simulator:
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Device Hub multi-touch gestures
On Xcode 26 and earlier versions, two-finger touches were possible on Simulator by holding down the option key. On Xcode 27 with Device Hub, this is no longer possible. While the trackpad can be used for pinch and rotate gestures, two-finger taps and two-finger pans are not possible. This is a major regression that renders our app basically unusable in Device Hub. We rely on two-finger tap and pan gestures to navigate our 3D models. Not being able to do this in Device Hub and in Xcode previews would be a huge loss. Is this actually no longer supported or am I missing something?
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Xcode 27.1.0 Beta - Device Hub does not accept unsigned .app bundle drops
In previous versions of Simulator.app, you could drag an unsigned iOS .app bundle onto the Simulator screen to install it. This was useful functionality to allow for more easy distribution of simulator-only builds within a team without needing to worry about signing and distribution. This functionality appears to have been completely removed in Device Hub which is a shame.
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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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11k
Activity
May ’24
VoiceOver in Device Hub
When I toggle on VoiceOver in Device Hub, it looks very promising! But how can I emulate the gestures, double tap to activate, etc... Is this not possible? Right now I can just focus on different elements by clicking on them with the mouse. But, again, I can't activate anything, press button etc.
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365
Activity
20h
Search Toolbar Disappears when Dragging MapView to one side when iPhone Duo is Open
In an app using SwiftUI's NavigationSplitView with UIKit view controllers hosted via UIViewControllerRepresentable in the detail pane, a UIBarButtonItem (system .search) in the hosted view controller's navigationItem disappears visually when the iPhone Duo simulator view is dragged to the right side while the Duo is open, while its tap target remains active in the same location, however when tapped, nothing happens. Dragging back to the center restores the icon. The same button, and the same NavigationSplitView layout, is completely stable under equivalent live window-resizing on Mac Catalyst -- resizing the Catalyst window never reproduces the issue. This seemingly points to the Duo simulator's window/hit-test recomposition during the fold transition rather than an app-level bug. See screenshots. I
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70
Activity
20h
iOS 17 simulator is unresponsive in Device Hub
The iOS 17 simulator does not respond at all when I try to interact with it. The simulator is not frozen as I can still control appearance and launch apps via the right sidebar. Things like the home button and clicking on the screen simply don’t work. I am using Xcode 27 beta 6. Feedback ID: FB24674634
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Activity
21h
iPhone Duo simulator screen shot is black
if i try to take a screen shot of the iPhone duo simulator with the screen shot button at the bottom of the device hub, it turns out all black. This only happens in the folded state.
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3
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529
Activity
22h
Where is the I/O > External Displays feature?
Hello. I have just updated to Xcode 27 to support this version, however... my app is a navigation app with CarPlay support... The I/O > External Displays option through the Simulator helps a lot when testing it, but I’ve noticed it is now gone Why? Who thought this was a good idea? Some of us support apps that are beyond a simple ToDo app So now I have to go back to the previous version of Xcode, or what?
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2
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142
Activity
23h
No iOS 27 intel architecture simulators available in XCode 27
Neither in Xcode 27 beta 1 or 2 we have been able to use simulators for the intel x86 architecture. Is there any way to get them?
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1
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297
Activity
23h
Layout margins guides are still broken the iPhone Duo (sim) and 27.1 RC
Layout margin guides are broken throughout UIKit and SwiftUI on the iPhone Duo sim in iOS 27.1 RC. For example, a cell which looks perfectly fine on a normal iPhone sim (which has a compact horizontal size class), has zero vertical layout margins on iPhone Duo. Here's some screenshots. The red dotted lines are supposed to show the margins in the cell content view, i.e., the boundary between default padding around the cell (for its background) and the content of the cell. On every other device and size class these all work, and will have some vertical margin. iPhone 18 Pro: iPhone Duo: As you can see, the border is cut off. No vertical margins at all. iPhone Duo Unfolded: Not only is it busted just in UICollectionViews. Check out this segmented control (also configured with layout margins). This works fine on catalyst, iPhone, and iPad. This makes me very nervous about shipping with the 27.1 SDK. Is this a known issue? If so, what is the recommended workaround in the meantime? FB25097501
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150
Activity
1d
Screen orientation on iPad
Xcode version 26.6 (17F113) MyOwnKeyboard-PAD app looks OK using simulator iPad Air 11-inch(M4). It automatically reformats to all orientations using only left and right landscape selected in General, Deployment Info. The submitted app 1.9 (4) had the portrait checked which was an error. I tried to update to version to 1.10 without portrait and upside down, but Validation states it must have all orientations needed. I tried setting all orientations and the simulator cuts off the sides. I am using a new mini M4 with Tahoe 26.6.2 Converted from an older developer mini using Migration Assistant. After conversion Xcode could not find xcspace files and apps locked up. I had to create new apps with different bundles which got conflicted in AppConnects causing rejects. When new versions are submitted, old versions cannot be removed because of submission states. Causing similar binaries, design and scam. I got trapped in the process! I have replied to AppConnect ref. binaries, design and scam. I hope someone can straighten this mess out. The good new is the free MyOwnKeyboard-PHONE analytics look OK with 4,000 impressions and 38 downloads and 172 product page reviews. It's a start! Thank you. Charlie Coupe Designer/Coder 2026sep16
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519
Activity
1d
iOS 27 simulator never shows the AlarmKit permission prompt
Spent a good while debugging my own alarm code before working out the problem wasn't mine, so here it is in case someone's about to do the same thing. iOS 27 simulator, erased, clean install. requestAuthorization() comes back .denied and you never get a permission dialog at all. I had XCUITest sitting there watching SpringBoard for an Allow button over a bunch of runs, nothing. You can grant it manually in Settings and then authorizationState says .authorized, so the permission itself works, it's just the prompt that doesn't happen. On my actual phone (13, same 27.0) everything's normal, it schedules and rings and the alert comes up with snooze and stop on it. Then I went back to a 26.3 sim to compare and that one's worse here. SpringBoard keeps crashing, every few minutes, same thing each time: -[TLAlertQueuePlayerController _prepareAudioEnvironmentForStateDescriptor:isForMusicPlayback:] Unrecognised selector, SIGABRT, while it's trying to play the alert tone. It did that on a device I'd just erased with my app not even installed yet. Has anyone got the AlarmKit prompt to show up on 27 at all? Flag, particular device, entitlement, something in the plist I'm missing? And if you did grant it by hand there, do alarms actually fire afterwards on the sim? I never got far enough to find out, I just moved to the phone. Also curious whether anyone else sees that ToneLibrary crash on 26.3 under macOS 27. The AlarmKit wrapper I was poking at when I hit this is a free MIT gist, auth handling and deterministic alarm ids and the cancel-then-schedule ordering that got me earlier in the week: https://gist.github.com/yakubmurcek/61d8e3a60eb81e2c1f785010b4aa46de
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133
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2d
Xcode 27 cannot open storyboards or create simulators
Hi. Today we upgraded to Xcode 27 and installed the iOS 27 runtime component. Now storyboards cannot be opened. Xcode only displays "Loading iOS 27.0..." Besides, we cannot create simulators either. iOS 27 runtime appears missing even though it is installed. We tried removing and reinstalling the runtime but it didn't work. Right now all development came to a halt. Please help.
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765
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2d
FB25073243 - Xcode 27.1 RC Device Hub iPhone Duo Screen Capture
I have submitted a feedback report regarding Xcode 27.1 RC Device Hub: iPhone Duo screen captures function only work when the device is fully closed; alternative hinge positions produce a blank display.
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3d
iPhone Duo Simulator: screen stays dimmed and unresponsive after ⌘L lock/unlock in split view until ⌘ is pressed
Environment Xcode 27.1 (27A9269) Simulator runtime: iOS 27.1 (24A94401) Device: iPhone Duo simulator (unfolded) macOS 26.7.1 (25G241), Apple silicon Mac Hardware keyboard connected (default Simulator setting) Summary After locking the iPhone Duo simulator with ⌘L and unlocking it, the whole display stays dimmed and appears unresponsive. Both apps in split view are affected. Pressing the ⌘ key once restores the screen immediately. This reproduces with only system apps (Settings + Safari), so it does not appear to be app-specific. Steps to reproduce Boot the iPhone Duo simulator (iOS 27.1) and unfold it. Open Settings and Safari side by side in split view. Press ⌘L to lock the device. Unlock (swipe up on the lock screen). Expected The display returns to normal brightness and both apps respond to input. Actual The entire display, including both split-view apps, stays dimmed. Taps appear to do nothing while it is dimmed. Pressing ⌘ once immediately restores normal brightness. After recovering, Settings had navigated to a different page, which suggests some taps were delivered while the screen was dimmed. Notes It looks like the simulator misses the ⌘ key-up when ⌘L locks the device, so iOS behaves as if ⌘ is still held (the hold-⌘ shortcut overlay dimming the screen). Locking with Device ▸ Lock from the Simulator menu avoids the ⌘ modifier entirely. In one case the dimmed state persisted across relaunching an app and only cleared after rebooting the simulator. We first hit this while testing our own app in split view, where it looked like an app hang. Sampling the app's process showed the main thread idle. Workaround Press ⌘ once after unlocking, or lock with Device ▸ Lock instead of ⌘L. Has anyone else seen this on the iPhone Duo simulator, or is this a known issue?
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136
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3d
Xcode 27 No iOS 27 Simulators
Tried three times now and absolutely cannot get Xcode 27 to install iOS 27 Simulators. I have done a complete uninstall of Xcode (including things in ~/Library). And even purged /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/ When Xcode 27 (27A266a; release version) is installed and run the first time, I'm greeted with the SDK screen. I select iOS and it downloads that runtime. I can see it in Xcode's Components panel in Settings. I only see Any iOS Device as a target device in Xcode. If I launch Device Hub, it's empty and I cannot add any devices since the Add dialog shows No Runtimes Available. Selecting "Add Platforms in Xcode" takes me back to Xcode, but I only ever see iOS 26.5 or older in the list. I've even tried the various xcrun simctl commands, but to no avail. Why is it so difficult to have a clean install of Xcode 27, have it install the iOS 27 SDK and then be able to build and run existing projects? I'm on the release version of macOS 27.0.1 though the problems persisted earlier today on macOS 27.0 as well.
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495
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Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected": <key>__AssetDefaultGarbageCollectionBehavior</key> <string>NeverCollected</string> The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'." Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected. Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library). Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request? I am trying to avoid booting into Recovery Mode just to delete a cache file. Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
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Device Hub: Can't switch keyboard input language with a physical keyboard
Hi, I can't switch between Korean and English input with my Mac's physical keyboard in Device Hub. The globe button on the software keyboard switches fine. Simulate Hardware Keyboard is on. I tried Ctrl+Space and Caps Lock. Nothing changes the language in the simulator. Xcode 27.1 beta, Device Hub 27.1 beta. Anyone else seeing this or know a workaround?
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159
Activity
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Xcode 27: CLLocationManager kCLErrorDomain Code=5
Dear Apple Developer Community, Our app monitors a user-defined region by using startMonitoring on an instance of CLLocationManager. While it works as intended on a real device, starting with Xcode 27, this method invocation always results in >locationManager ... monitoringDidFailFor< being called. The error code is always kCLErrorDomain Code=5 but this only occurs within iOS 27 simulators. It works perfectly in iOS 26 simulators. Additionally, CLLocationManager.isMonitoringAvailable(for: CLCircularRegion.self) always returns false on these iOS 27 simulators. This issue blocks parts of our automated system tests. Is it a bug or on purpose? Thank you in advance.
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272
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RealityKit VideoMaterial renders 8-bit HEVC HLG/BT.2020 360° video with a purple tint in the visionOS Simulator (device is fine)
We paint a looping 360° video on the inside of a sphere with VideoMaterial(avPlayer:): an AVQueuePlayer plus AVPlayerLooper, a ModelEntity with an inward-facing equirectangular mesh, inside a .mixed ImmersiveSpace. No shaders, no VideoPlayerComponent. We could not find an official Apple sample that puts a VideoMaterial on a 360° sphere; this is the plain pattern from the VideoMaterial(avPlayer:) reference and the one used in threads like 734081. On Apple Vision Pro hardware the video renders correctly. In the visionOS Simulator (27.0, 26.5 and earlier 26.x, Xcode 27.0) the whole frame has a strong purple/magenta cast. Audio and timing are fine. The video (which we cannot share, so here is its metadata, image sample of issue on simulator provided below): MP4, HEVC Main, 8-bit 4:2:0, 3840x1920, tagged BT.2020 primaries, HLG transfer (ARIB STD-B67), BT.2020 non-constant matrix, both in the colr atom and in the SPS VUI. ffprobe -show_format -show_streams (trimmed): [STREAM] index=0 codec_name=hevc profile=Main codec_type=video codec_tag_string=hvc1 width=3840 height=1920 pix_fmt=yuv420p color_range=tv color_space=bt2020nc color_transfer=arib-std-b67 color_primaries=bt2020 r_frame_rate=30000/1001 avg_frame_rate=679200/22663 duration=37.771667 bit_rate=25030607 [SIDE_DATA] side_data_type=Stereo 3D type=2D horizontal_field_of_view=360000/1000 [/SIDE_DATA] [/STREAM] [STREAM] index=1 codec_name=aac profile=LC codec_type=audio codec_tag_string=mp4a sample_fmt=fltp sample_rate=48000 channels=2 channel_layout=stereo duration=37.758333 bit_rate=128176 [/STREAM] [FORMAT] nb_streams=2 format_name=mov,mp4,m4a,3gp,3g2,mj2 duration=37.778333 bit_rate=25160348 TAG:major_brand=mp42 TAG:minor_version=1 TAG:compatible_brands=isommp41mp42 [/FORMAT] AVFoundation's view of the track, from CMFormatDescriptionGetExtension on the loaded video track: primaries=ITU_R_2020 transfer=ITU_R_2100_HLG matrix=ITU_R_2020 bitsPerComponent=8 The playback code, reduced to the essentials: let item = AVPlayerItem(url: fileURL) let looper = AVPlayerLooper(player: player, templateItem: item) // retained player.actionAtItemEnd = .advance let material = VideoMaterial(avPlayer: player) let sphere = ModelEntity( mesh: try equirectSphere(radius: 12), // lat/long grid, normals inward, materials: [material] // UVs (u, 1 - v), inward winding ) sphere.position = [0, 1.5, 0] rootEntity.addChild(sphere) // rootEntity was added in RealityView { } player.play() What we have ruled out in a minimal sample project: Apple's own 360° HLS example (360 Lighthouse, HEVC Main 10, 10-bit, BT.709 SDR) plays with correct colours in the same sphere, same code, same simulator session. Rewriting our file's colr atom to BT.709 (three bytes, no re-encode) is honoured by AVFoundation (the track's CMFormatDescription then reports ITU_R_709_2 for primaries, transfer and matrix) but the tint stays. So the remaining differences between the failing file and Apple's working stream are 8-bit Main vs 10-bit Main 10, HLG/BT.2020 in the bitstream VUI vs BT.709, and local MP4 vs HLS. The minimal sample project (without the video) is available on request. Is this a known limitation of the simulator's VideoMaterial path with 8-bit HLG content, and is there a recommended way to get device-equivalent colour in the simulator? Feedback filed as FB24997147. Here is a sample of the result on the simulator of a cement column, painted white, but rendered purple on simulator:
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Change destination folder of Device Hub screenshots?
is there a way to change where device hub saves its screenshots? i remember being able to change this in the old Simulator app. i tried holding down the option key while clicking the screenshot button, but that did nothing.
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Device Hub multi-touch gestures
On Xcode 26 and earlier versions, two-finger touches were possible on Simulator by holding down the option key. On Xcode 27 with Device Hub, this is no longer possible. While the trackpad can be used for pinch and rotate gestures, two-finger taps and two-finger pans are not possible. This is a major regression that renders our app basically unusable in Device Hub. We rely on two-finger tap and pan gestures to navigate our 3D models. Not being able to do this in Device Hub and in Xcode previews would be a huge loss. Is this actually no longer supported or am I missing something?
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Xcode 27.1.0 Beta - Device Hub does not accept unsigned .app bundle drops
In previous versions of Simulator.app, you could drag an unsigned iOS .app bundle onto the Simulator screen to install it. This was useful functionality to allow for more easy distribution of simulator-only builds within a team without needing to worry about signing and distribution. This functionality appears to have been completely removed in Device Hub which is a shame.
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1w