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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Simulator since XCode update completely broken
Since one of the last updates of XCode, there are two very annoying bugs in the simulator that just don't get fixed. What's going on Apple? You kill my productivity. There is a red bar reading "rdar" and some numeric string at the top. You can get rid of it by going to Settings -> Developers -> Zoom -> Larger Text (then change it back). Took a while to find that. I have a German laptop with a QWERTZ keyboard layout. Now when I type, it somehow sends keys from an US keyboard to the simulator. Since I don't have the labels, I don't know what the hell I'm typing. Very frustrating. Please fix this.
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319
Feb ’26
Foundation models not detectable in Xcode simulator
I'm building an app which runs around the Foundation model framework. My expected output is generated when testing on a real device or in preview in Xcode but it throws Foundation Model error when I try running it on the simulator. I'm using a Macbook M1 air and have apple intelligence turned on and my simulator run destination is also an iPad Pro M5 (26.0). Any solution for this as this is my submission for the SSC so I need to make it work on the simulator iPad. Thank you👾
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447
Mar ’26
Cannot preview in this file – SwiftUI Preview referencing deleted simulator
I'm running Xcode 26.2 (17C52). After deleting all simulators and creating new ones, SwiftUI Preview stopped working. Xcode reports: “Simulator [D774B214-XXXX-XXXX-XXXX-XXXXXXXX8288] failed to boot and may have crashed.” However, when I list all available simulators using xcrun simctl list, there is no simulator with that identifier. It seems Xcode is still referencing a previously deleted simulator. I have tried: Deleting all simulators again Creating new simulators Restarting Xcode and the system But the issue persists and Preview still fails to launch. Has anyone encountered this issue or knows how to clear the cached simulator reference used by SwiftUI Preview?
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103
Feb ’26
Help, I'm New and Lot
Hello, I created a code in Xcode on my Mac. Once it was debugged I tried to run it on a simulator. Every time I run it on a simulator I get the white screen with the spinning red box. I'm very new at this and I am creating this app for my own child. As a teacher I couldn't stand the other math fact apps. You'll have to talk to me like an infant.
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158
Feb ’26
Liquid glass segment view freezes when dragging handle to a disabled segment
Setup: I have a segment view with 3 segments, and the last on (at index 2) is disabled. Issue: When I drag the liquid glass handle of the segment view from what was previously selected to the disabled segment, the liquid glass handle freezes mid-air. Workaround: I can still interact with the handle and manually restore its position, or tap on any other segment to restore its position. Notes: I'm using UIKit, and no extra customizations are applied. class ViewController: UIViewController { @IBOutlet weak var segmentView: UISegmentedControl! override func viewDidLoad() { super.viewDidLoad() segmentView.removeAllSegments() let segments = ["Option 1", "Option 2", "Option 3"] for (index, title) in segments.enumerated() { segmentView.insertSegment(withTitle: title, at: index, animated: false) } // Select the first one by default segmentView.selectedSegmentIndex = 0 // Disable the last segment segmentView.setEnabled(false, forSegmentAt: 2) } }
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116
Jan ’26
Simulator is not working.
Hi, I am a UI designer and a total newbie with coding, so I have been using AI in Xcode to do all my coding for my personal project. Everything was working fine until this morning, when I tried to run my app in the simulator (I didn't even change any code from the last time I ran the simulator) and now the simulator is crashing and freezing and I have been trying to fix it with the AI recommendations, but it seems way too complicated for me to handle even with AI's help. I feel like I need to talk to an expert and guide me out of this hole. Please help. Thank you!
3
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416
Jan ’26
CarPlay navigation issue, maximum depth
Hi everyone, I am working on a CarPlay integration, and need open a two level list opened from a root template. However, I am always receiving an error message when opening the 2nd pushed template. To narrow it down not to have an issue with some app specific code I created the CarPlay scene below. I am aware that there is a limit, but two levels I understand are supported on all CarPlay integrations, the maximum seems to be 5. The app is just crashing right after showing the 2nd template. Any ideas? Any hints are much appreciated. Thanks a lot! Regards, Michael class CarPlaySceneDelegate2: UIResponder, CPTemplateApplicationSceneDelegate { // [...] private func createRootTemplate() -> CPListTemplate { let pushToAItem = CPListItem(text: "Push to Template A", detailText: "Level 1 → Level 2") pushToAItem.handler = {[weak self] (pushToAItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateA(), animated: true, completion: { (didPresent, error) in completion() } ) } let section = CPListSection(items: [pushToAItem]) let template = CPListTemplate(title: "Root Template", sections: [section]) return template } private func pushTemplateA() -> CPListTemplate { let pushToBItem = CPListItem(text: "Push to Template B", detailText: "Level 2 → Level 3") pushToBItem.handler = {[weak self] (pushToBItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateB(), animated: true, completion: { (didPresent, error) in completion() } ) } let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion(); } let infoItem = CPListItem(text: "Current Depth", detailText: "2 (Template A)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [pushToBItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template A", sections: [section]) return template } private func pushTemplateB() -> CPListTemplate { let pushToCItem = CPListItem(text: "Push to Template C", detailText: "Level 3 → Level 4") pushToCItem.handler = {[weak self] (pushToCItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateC(), animated: true, completion: { (didPresent, error) in completion() } ) } let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion() } let popOneItem = CPListItem(text: "Pop One", detailText: "Go back to Template A") popOneItem.handler = { [weak self] _, completion in self?.interfaceController?.popTemplate(animated: true, completion: nil) completion() } let infoItem = CPListItem(text: "Current Depth", detailText: "3 (Template B)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [pushToCItem, popOneItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template B", sections: [section]) return template } private func pushTemplateC() -> CPListTemplate { let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion() } let popOneItem = CPListItem(text: "Pop One", detailText: "Go back to Template B") popOneItem.handler = { [weak self] _, completion in self?.interfaceController?.popTemplate(animated: true, completion: nil) completion() } let infoItem = CPListItem(text: "Current Depth", detailText: "4 (Template C)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [popOneItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template C", sections: [section]) return template } }
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1.9k
Jan ’26
Failed to download iOS 26.2 (23C53) SDK + iOS 26.2 (23C54) Simulator (Components absent)
for detailed Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-01-17 08:51:49 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 Download failed due to not being able to connect to the host. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 60 User Info: { checkNetwork = 1; } System Information macOS Version 15.7.3 (Build 24G419) Xcode 26.2 (24553) (Build 17C52) Timestamp: 2026-01-17T16:51:49+08:00
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125
Jan ’26
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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iPhone mini simulator error Xcode 26.2
Hello, I just updated my Xcode to 26.2 and downloaded the relevant simulator for it to test how my app looks in general. I use the newest iPhone and mini version, in this case, iPhone 13 mini, and the SE (3rd generation). Everything is working as expected, but for the iPhone mini simulator, this weird red line is showing. Is anyone having this issue?
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225
Jan ’26
Extremely slow download speed for iOS 26.2 Simulator Runtime in Xcode
I am located in Taiwan and recently updated my Mac to the latest OS and installed the newest Xcode. However, I’m experiencing extremely slow download speeds when trying to add the iOS 26.2 Simulator Runtime (approx. 8GB) via Xcode > Settings > Platforms. It is currently downloading at a rate of only 500MB per hour, which is impractical. I have checked the official downloads page but couldn't find a standalone DMG link for this specific version. My questions are: Is there a direct download link (DMG) available on the Apple Developer portal for the iOS 26.2 Simulator? If no direct link exists, are there any recommended methods to accelerate the download? (e.g., using terminal commands or changing DNS settings). Any help or direct URLs would be greatly appreciated. Thank you!
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278
Jan ’26
XCUIDevice.shared.appearance = .dark no longer works when running UI tests via xcodebuild on newer iOS versions
I am seeing a regression with XCUIDevice.shared.appearance = .dark in UI tests that only affects xcodebuild, not Xcode’s UI test runner. Setup • UI tests written using XCTest • Dark mode forced in setUp() using: XCUIDevice.shared.appearance = .dark • Tests target an iOS simulator • Same test target, same scheme Expected behavior The app launches in Dark Mode for UI tests, as it did previously. Actual behavior • When running UI tests from Xcode (Product > Test), Dark Mode is applied correctly. • When running the same UI tests via xcodebuild test, Dark Mode is ignored and the app launches in Light Mode. • No test failures, no warnings, no logs indicating the appearance override was skipped. Regression details • This used to work on older iOS versions when running via xcodebuild. • The regression appears after updating iOS simulators (exact version boundary still unclear). • No relevant changes were made to the test code, scheme, or CI configuration. • xcodebuild otherwise launches and runs UI tests normally. Notes • The issue is specific to XCUIDevice.shared.appearance. • Other UI test functionality behaves as expected. • This makes CI results inconsistent with local Xcode runs and breaks visual assumptions in snapshot and layout-based tests. Question Is this a known regression or an intentional behavior change in recent iOS / Xcode versions? If intentional, what is the supported way to reliably force Dark Mode in UI tests when running via xcodebuild? This currently makes xcodebuild-based CI UI testing unreliable compared to Xcode’s test runner.
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109
Jan ’26
Xcode Using 90GB with ~/Library/Developer — What Can I Safely Clean?
Hi everyone, I’m an iOS developer working on a Mac with limited storage (256 GB). I’ve noticed that the ~/Library/Developer folder is taking up almost 90 GB, mainly due to Xcode-related content. Inside it I see folders like: Xcode/DerivedData DocumentationCache iOS DeviceSupport UserData CoreSimulator/Devices Before deleting anything, I’d like to understand which of these folders are safe to clean up, and what the potential side effects might be (for example, rebuild times, simulator re-downloads, etc.). What is the recommended best practice to manage disk space when using Xcode on a low-storage machine? Thanks in advance for your help.
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210
Jan ’26
hapticpatternlibrary.plist error with Text entry fields in Simulator only
When I have a TextField or TextEditor, tapping into it produces these two console entries about 18 times each: CHHapticPattern.mm:487 +[CHHapticPattern patternForKey:error:]: Failed to read pattern library data: Error Domain=NSCocoaErrorDomain Code=260 "The file “hapticpatternlibrary.plist” couldn’t be opened because there is no such file." UserInfo={NSFilePath=/Library/Audio/Tunings/Generic/Haptics/Library/hapticpatternlibrary.plist, NSURL=file:///Library/Audio/Tunings/Generic/Haptics/Library/hapticpatternlibrary.plist, NSUnderlyingError=0x600000ca1b30 {Error Domain=NSPOSIXErrorDomain Code=2 "No such file or directory"}} <_UIKBFeedbackGenerator: 0x600003505290>: Error creating CHHapticPattern: Error Domain=NSCocoaErrorDomain Code=260 "The file “hapticpatternlibrary.plist” couldn’t be opened because there is no such file." UserInfo={NSFilePath=/Library/Audio/Tunings/Generic/Haptics/Library/hapticpatternlibrary.plist, NSURL=file:///Library/Audio/Tunings/Generic/Haptics/Library/hapticpatternlibrary.plist, NSUnderlyingError=0x600000ca1b30 {Error Domain=NSPOSIXErrorDomain Code=2 "No such file or directory"}} My app does not use haptics. This doesn't appear to cause any issues, although entering text can feel a bit sluggish (even on device), but I am unable to determine relatedness. None-the-less, it definitely is a lot of log noise. Code to reproduce in simulator (xcode 26.2; ios 26 or 18, with iPhone 16 Pro or iPhone 17 Pro): import SwiftUI struct ContentView: View { @State private var textEntered: String = "" @State private var textEntered2: String = "" @State private var textEntered3: String = "" var body: some View { VStack { Spacer() TextField("Tap Here", text: $textEntered) TextField("Tap Here Too", text: $textEntered2) TextEditor(text: $textEntered3) .overlay(RoundedRectangle(cornerRadius: 8).strokeBorder(.primary, lineWidth: 1)) .frame(height: 100) Spacer() } } } #Preview { ContentView() } Tapping back and forth in these fields generates the errors each time. Thanks, Steve
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2w
Can't specify platform version for xcodebuild download 26.x
Prior to iOS 26.0 we were able to download specific simulator runtimes from the command line by using a command like xcodebuild -downloadPlatform iOS -buildVersion 18.0 This is described in the documentation here. This no longer works for 26.x. If I run the following command: "xcodebuild -downloadPlatform iOS -buildVersion 26.0" it fails with the following error: "Finding content... iOS 26.0 is not available for download." If I omit the -buildVersion flag it will download the latest version, currently 26.2, but if I try and specify 26.2 as the buildVersion I still get "iOS 26.2 is not available for download". This behavior has been confirmed on Xcode 26.2. Perhaps related, it appears these runtimes are also no longer being made available for download on https://developer.apple.com/download/all
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Unable to download iOS simulator runtime 26.x on Xcode
Hi everyone, I'm experiencing a persistent issue for months now where I'm unable to download the iOS 26 simulator Runtime. I've tried reinstalling Xcode and also Xcode Beta but same issue. iOS 26 Simulator is also not on developers download page, so manual installation is impossible. And sadly I can't compile any code without having iOS 26 simulator installed. Anyone able to get passed this? Hardware: M1 Pro OS: Tahoe 26.1 Heres the error Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-01-07 11:35:35 +0000"; } -- Download failed. Domain: DVTDownloadableErrorDomain Code: 41 -- Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 -- Download failed due to not being able to connect to the host. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 60 User Info: { checkNetwork = 1; } -- System Information macOS Version 26.1 (Build 25B78) Xcode 26.2 (24553) (Build 17C52) Timestamp: 2026-01-07T12:35:35+01:00
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Has Apple officially not noticed this issue? can't download iOS 26.2 Simulator
I’m using macOS Tahoe 26, and Xcode is version 26.2. I’ve tried all the methods suggested online, but I still can’t download it. In addition, iOS 26.* and iOS 18.* simulators also fail to download. The error messages are shown below. Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-01-06 01:25:11 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 Download failed due to a general networking error. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 47 User Info: { tryAgainLater = 1; } System Information macOS Version 26.0 (Build 25A354) Xcode 26.2 (24553) (Build 17C52) Timestamp: 2026-01-06T09:25:11+08:00
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384
Jan ’26
Whether SSC can be connected to the iPad real machine with Xcode to run the evaluation
👋Hi This problem is related to SSC. I remember that the form submitted last year needed to be filled in with Xcode or Playground test, and it seems that it was also mentioned: • If you use Xcode, the judges may use Simulator to run. • If you use Playground, it's a real machine. But my work this time will encounter two limitations: It will use the framework/API only available in iPadOS 26 (so if it is a Playground environment, it may not run, playground can't use iPadOS 26 SDK) It will also use some content that must be real to run (such as ARKit), which means that Xcode Simulator is not good. So I would like to ask: Does this year's review allow you to compile and connect the iPad to the real machine? Or did I misremember last year's regulations? If the judge's environment is fixed (for example, only Playground or only Simulator), how should I adjust the submission method or implement the scheme? Looking forward to your reply, thank you.
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Jan ’26
iOS Simulators Fail Download
I've been going through different fixes for a few weeks and nothing seems to work. Prior to updating everything to iOS 26 and OS 26, everything worked normally except for the predictive code which wouldn't download. Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-01-02 23:41:12 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) 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 26.0 (Build 25A354) Xcode 26.2 (24553) (Build 17C52) Timestamp: 2026-01-02T16:41:12-07:00 What I've Tried Cleared caches Restarted my machine Reinstalled Xcode Installed other versions of Xcode Installed Xcode-beta Using a VPN Not using a VPN Changing DNS settings Using a different Wifi network Using an older machine Using an older OS I've run out of options and I have no idea what else to do. The issue every time seems to point back to Apple servers.
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341
Jan ’26
Simulator since XCode update completely broken
Since one of the last updates of XCode, there are two very annoying bugs in the simulator that just don't get fixed. What's going on Apple? You kill my productivity. There is a red bar reading "rdar" and some numeric string at the top. You can get rid of it by going to Settings -> Developers -> Zoom -> Larger Text (then change it back). Took a while to find that. I have a German laptop with a QWERTZ keyboard layout. Now when I type, it somehow sends keys from an US keyboard to the simulator. Since I don't have the labels, I don't know what the hell I'm typing. Very frustrating. Please fix this.
Replies
3
Boosts
1
Views
319
Activity
Feb ’26
Foundation models not detectable in Xcode simulator
I'm building an app which runs around the Foundation model framework. My expected output is generated when testing on a real device or in preview in Xcode but it throws Foundation Model error when I try running it on the simulator. I'm using a Macbook M1 air and have apple intelligence turned on and my simulator run destination is also an iPad Pro M5 (26.0). Any solution for this as this is my submission for the SSC so I need to make it work on the simulator iPad. Thank you👾
Replies
6
Boosts
0
Views
447
Activity
Mar ’26
Cannot preview in this file – SwiftUI Preview referencing deleted simulator
I'm running Xcode 26.2 (17C52). After deleting all simulators and creating new ones, SwiftUI Preview stopped working. Xcode reports: “Simulator [D774B214-XXXX-XXXX-XXXX-XXXXXXXX8288] failed to boot and may have crashed.” However, when I list all available simulators using xcrun simctl list, there is no simulator with that identifier. It seems Xcode is still referencing a previously deleted simulator. I have tried: Deleting all simulators again Creating new simulators Restarting Xcode and the system But the issue persists and Preview still fails to launch. Has anyone encountered this issue or knows how to clear the cached simulator reference used by SwiftUI Preview?
Replies
2
Boosts
0
Views
103
Activity
Feb ’26
Help, I'm New and Lot
Hello, I created a code in Xcode on my Mac. Once it was debugged I tried to run it on a simulator. Every time I run it on a simulator I get the white screen with the spinning red box. I'm very new at this and I am creating this app for my own child. As a teacher I couldn't stand the other math fact apps. You'll have to talk to me like an infant.
Replies
1
Boosts
0
Views
158
Activity
Feb ’26
Unable to download or run iOS 14.x Simulator on macOS 26 (Xcode 26.2)
Hello, Is there currently any workaround to install and run an iOS 14.x simulator on macOS 26? So far, I have checked Xcode 26.2, and the oldest simulator runtime available there appears to be iOS 15.0. I may be missing something, so I wanted to confirm if anyone has found a way to use iOS 14.x on this macOS version. Thank you.
Replies
2
Boosts
0
Views
137
Activity
Jan ’26
Liquid glass segment view freezes when dragging handle to a disabled segment
Setup: I have a segment view with 3 segments, and the last on (at index 2) is disabled. Issue: When I drag the liquid glass handle of the segment view from what was previously selected to the disabled segment, the liquid glass handle freezes mid-air. Workaround: I can still interact with the handle and manually restore its position, or tap on any other segment to restore its position. Notes: I'm using UIKit, and no extra customizations are applied. class ViewController: UIViewController { @IBOutlet weak var segmentView: UISegmentedControl! override func viewDidLoad() { super.viewDidLoad() segmentView.removeAllSegments() let segments = ["Option 1", "Option 2", "Option 3"] for (index, title) in segments.enumerated() { segmentView.insertSegment(withTitle: title, at: index, animated: false) } // Select the first one by default segmentView.selectedSegmentIndex = 0 // Disable the last segment segmentView.setEnabled(false, forSegmentAt: 2) } }
Replies
0
Boosts
0
Views
116
Activity
Jan ’26
Simulator is not working.
Hi, I am a UI designer and a total newbie with coding, so I have been using AI in Xcode to do all my coding for my personal project. Everything was working fine until this morning, when I tried to run my app in the simulator (I didn't even change any code from the last time I ran the simulator) and now the simulator is crashing and freezing and I have been trying to fix it with the AI recommendations, but it seems way too complicated for me to handle even with AI's help. I feel like I need to talk to an expert and guide me out of this hole. Please help. Thank you!
Replies
3
Boosts
0
Views
416
Activity
Jan ’26
CarPlay navigation issue, maximum depth
Hi everyone, I am working on a CarPlay integration, and need open a two level list opened from a root template. However, I am always receiving an error message when opening the 2nd pushed template. To narrow it down not to have an issue with some app specific code I created the CarPlay scene below. I am aware that there is a limit, but two levels I understand are supported on all CarPlay integrations, the maximum seems to be 5. The app is just crashing right after showing the 2nd template. Any ideas? Any hints are much appreciated. Thanks a lot! Regards, Michael class CarPlaySceneDelegate2: UIResponder, CPTemplateApplicationSceneDelegate { // [...] private func createRootTemplate() -> CPListTemplate { let pushToAItem = CPListItem(text: "Push to Template A", detailText: "Level 1 → Level 2") pushToAItem.handler = {[weak self] (pushToAItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateA(), animated: true, completion: { (didPresent, error) in completion() } ) } let section = CPListSection(items: [pushToAItem]) let template = CPListTemplate(title: "Root Template", sections: [section]) return template } private func pushTemplateA() -> CPListTemplate { let pushToBItem = CPListItem(text: "Push to Template B", detailText: "Level 2 → Level 3") pushToBItem.handler = {[weak self] (pushToBItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateB(), animated: true, completion: { (didPresent, error) in completion() } ) } let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion(); } let infoItem = CPListItem(text: "Current Depth", detailText: "2 (Template A)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [pushToBItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template A", sections: [section]) return template } private func pushTemplateB() -> CPListTemplate { let pushToCItem = CPListItem(text: "Push to Template C", detailText: "Level 3 → Level 4") pushToCItem.handler = {[weak self] (pushToCItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateC(), animated: true, completion: { (didPresent, error) in completion() } ) } let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion() } let popOneItem = CPListItem(text: "Pop One", detailText: "Go back to Template A") popOneItem.handler = { [weak self] _, completion in self?.interfaceController?.popTemplate(animated: true, completion: nil) completion() } let infoItem = CPListItem(text: "Current Depth", detailText: "3 (Template B)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [pushToCItem, popOneItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template B", sections: [section]) return template } private func pushTemplateC() -> CPListTemplate { let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion() } let popOneItem = CPListItem(text: "Pop One", detailText: "Go back to Template B") popOneItem.handler = { [weak self] _, completion in self?.interfaceController?.popTemplate(animated: true, completion: nil) completion() } let infoItem = CPListItem(text: "Current Depth", detailText: "4 (Template C)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [popOneItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template C", sections: [section]) return template } }
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2
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1.9k
Activity
Jan ’26
Failed to download iOS 26.2 (23C53) SDK + iOS 26.2 (23C54) Simulator (Components absent)
for detailed Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-01-17 08:51:49 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 Download failed due to not being able to connect to the host. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 60 User Info: { checkNetwork = 1; } System Information macOS Version 15.7.3 (Build 24G419) Xcode 26.2 (24553) (Build 17C52) Timestamp: 2026-01-17T16:51:49+08:00
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0
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125
Activity
Jan ’26
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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9
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4
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848
Activity
1w
iPhone mini simulator error Xcode 26.2
Hello, I just updated my Xcode to 26.2 and downloaded the relevant simulator for it to test how my app looks in general. I use the newest iPhone and mini version, in this case, iPhone 13 mini, and the SE (3rd generation). Everything is working as expected, but for the iPhone mini simulator, this weird red line is showing. Is anyone having this issue?
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1
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225
Activity
Jan ’26
Extremely slow download speed for iOS 26.2 Simulator Runtime in Xcode
I am located in Taiwan and recently updated my Mac to the latest OS and installed the newest Xcode. However, I’m experiencing extremely slow download speeds when trying to add the iOS 26.2 Simulator Runtime (approx. 8GB) via Xcode > Settings > Platforms. It is currently downloading at a rate of only 500MB per hour, which is impractical. I have checked the official downloads page but couldn't find a standalone DMG link for this specific version. My questions are: Is there a direct download link (DMG) available on the Apple Developer portal for the iOS 26.2 Simulator? If no direct link exists, are there any recommended methods to accelerate the download? (e.g., using terminal commands or changing DNS settings). Any help or direct URLs would be greatly appreciated. Thank you!
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278
Activity
Jan ’26
XCUIDevice.shared.appearance = .dark no longer works when running UI tests via xcodebuild on newer iOS versions
I am seeing a regression with XCUIDevice.shared.appearance = .dark in UI tests that only affects xcodebuild, not Xcode’s UI test runner. Setup • UI tests written using XCTest • Dark mode forced in setUp() using: XCUIDevice.shared.appearance = .dark • Tests target an iOS simulator • Same test target, same scheme Expected behavior The app launches in Dark Mode for UI tests, as it did previously. Actual behavior • When running UI tests from Xcode (Product > Test), Dark Mode is applied correctly. • When running the same UI tests via xcodebuild test, Dark Mode is ignored and the app launches in Light Mode. • No test failures, no warnings, no logs indicating the appearance override was skipped. Regression details • This used to work on older iOS versions when running via xcodebuild. • The regression appears after updating iOS simulators (exact version boundary still unclear). • No relevant changes were made to the test code, scheme, or CI configuration. • xcodebuild otherwise launches and runs UI tests normally. Notes • The issue is specific to XCUIDevice.shared.appearance. • Other UI test functionality behaves as expected. • This makes CI results inconsistent with local Xcode runs and breaks visual assumptions in snapshot and layout-based tests. Question Is this a known regression or an intentional behavior change in recent iOS / Xcode versions? If intentional, what is the supported way to reliably force Dark Mode in UI tests when running via xcodebuild? This currently makes xcodebuild-based CI UI testing unreliable compared to Xcode’s test runner.
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1
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1
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109
Activity
Jan ’26
Xcode Using 90GB with ~/Library/Developer — What Can I Safely Clean?
Hi everyone, I’m an iOS developer working on a Mac with limited storage (256 GB). I’ve noticed that the ~/Library/Developer folder is taking up almost 90 GB, mainly due to Xcode-related content. Inside it I see folders like: Xcode/DerivedData DocumentationCache iOS DeviceSupport UserData CoreSimulator/Devices Before deleting anything, I’d like to understand which of these folders are safe to clean up, and what the potential side effects might be (for example, rebuild times, simulator re-downloads, etc.). What is the recommended best practice to manage disk space when using Xcode on a low-storage machine? Thanks in advance for your help.
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2
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210
Activity
Jan ’26
hapticpatternlibrary.plist error with Text entry fields in Simulator only
When I have a TextField or TextEditor, tapping into it produces these two console entries about 18 times each: CHHapticPattern.mm:487 +[CHHapticPattern patternForKey:error:]: Failed to read pattern library data: Error Domain=NSCocoaErrorDomain Code=260 "The file “hapticpatternlibrary.plist” couldn’t be opened because there is no such file." UserInfo={NSFilePath=/Library/Audio/Tunings/Generic/Haptics/Library/hapticpatternlibrary.plist, NSURL=file:///Library/Audio/Tunings/Generic/Haptics/Library/hapticpatternlibrary.plist, NSUnderlyingError=0x600000ca1b30 {Error Domain=NSPOSIXErrorDomain Code=2 "No such file or directory"}} <_UIKBFeedbackGenerator: 0x600003505290>: Error creating CHHapticPattern: Error Domain=NSCocoaErrorDomain Code=260 "The file “hapticpatternlibrary.plist” couldn’t be opened because there is no such file." UserInfo={NSFilePath=/Library/Audio/Tunings/Generic/Haptics/Library/hapticpatternlibrary.plist, NSURL=file:///Library/Audio/Tunings/Generic/Haptics/Library/hapticpatternlibrary.plist, NSUnderlyingError=0x600000ca1b30 {Error Domain=NSPOSIXErrorDomain Code=2 "No such file or directory"}} My app does not use haptics. This doesn't appear to cause any issues, although entering text can feel a bit sluggish (even on device), but I am unable to determine relatedness. None-the-less, it definitely is a lot of log noise. Code to reproduce in simulator (xcode 26.2; ios 26 or 18, with iPhone 16 Pro or iPhone 17 Pro): import SwiftUI struct ContentView: View { @State private var textEntered: String = "" @State private var textEntered2: String = "" @State private var textEntered3: String = "" var body: some View { VStack { Spacer() TextField("Tap Here", text: $textEntered) TextField("Tap Here Too", text: $textEntered2) TextEditor(text: $textEntered3) .overlay(RoundedRectangle(cornerRadius: 8).strokeBorder(.primary, lineWidth: 1)) .frame(height: 100) Spacer() } } } #Preview { ContentView() } Tapping back and forth in these fields generates the errors each time. Thanks, Steve
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4
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727
Activity
2w
Can't specify platform version for xcodebuild download 26.x
Prior to iOS 26.0 we were able to download specific simulator runtimes from the command line by using a command like xcodebuild -downloadPlatform iOS -buildVersion 18.0 This is described in the documentation here. This no longer works for 26.x. If I run the following command: "xcodebuild -downloadPlatform iOS -buildVersion 26.0" it fails with the following error: "Finding content... iOS 26.0 is not available for download." If I omit the -buildVersion flag it will download the latest version, currently 26.2, but if I try and specify 26.2 as the buildVersion I still get "iOS 26.2 is not available for download". This behavior has been confirmed on Xcode 26.2. Perhaps related, it appears these runtimes are also no longer being made available for download on https://developer.apple.com/download/all
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1
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428
Activity
3w
Unable to download iOS simulator runtime 26.x on Xcode
Hi everyone, I'm experiencing a persistent issue for months now where I'm unable to download the iOS 26 simulator Runtime. I've tried reinstalling Xcode and also Xcode Beta but same issue. iOS 26 Simulator is also not on developers download page, so manual installation is impossible. And sadly I can't compile any code without having iOS 26 simulator installed. Anyone able to get passed this? Hardware: M1 Pro OS: Tahoe 26.1 Heres the error Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-01-07 11:35:35 +0000"; } -- Download failed. Domain: DVTDownloadableErrorDomain Code: 41 -- Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 -- Download failed due to not being able to connect to the host. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 60 User Info: { checkNetwork = 1; } -- System Information macOS Version 26.1 (Build 25B78) Xcode 26.2 (24553) (Build 17C52) Timestamp: 2026-01-07T12:35:35+01:00
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7
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4
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1.2k
Activity
1w
Has Apple officially not noticed this issue? can't download iOS 26.2 Simulator
I’m using macOS Tahoe 26, and Xcode is version 26.2. I’ve tried all the methods suggested online, but I still can’t download it. In addition, iOS 26.* and iOS 18.* simulators also fail to download. The error messages are shown below. Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-01-06 01:25:11 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 Download failed due to a general networking error. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 47 User Info: { tryAgainLater = 1; } System Information macOS Version 26.0 (Build 25A354) Xcode 26.2 (24553) (Build 17C52) Timestamp: 2026-01-06T09:25:11+08:00
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1
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3
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384
Activity
Jan ’26
Whether SSC can be connected to the iPad real machine with Xcode to run the evaluation
👋Hi This problem is related to SSC. I remember that the form submitted last year needed to be filled in with Xcode or Playground test, and it seems that it was also mentioned: • If you use Xcode, the judges may use Simulator to run. • If you use Playground, it's a real machine. But my work this time will encounter two limitations: It will use the framework/API only available in iPadOS 26 (so if it is a Playground environment, it may not run, playground can't use iPadOS 26 SDK) It will also use some content that must be real to run (such as ARKit), which means that Xcode Simulator is not good. So I would like to ask: Does this year's review allow you to compile and connect the iPad to the real machine? Or did I misremember last year's regulations? If the judge's environment is fixed (for example, only Playground or only Simulator), how should I adjust the submission method or implement the scheme? Looking forward to your reply, thank you.
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2
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3
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562
Activity
Jan ’26
iOS Simulators Fail Download
I've been going through different fixes for a few weeks and nothing seems to work. Prior to updating everything to iOS 26 and OS 26, everything worked normally except for the predictive code which wouldn't download. Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-01-02 23:41:12 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) 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 26.0 (Build 25A354) Xcode 26.2 (24553) (Build 17C52) Timestamp: 2026-01-02T16:41:12-07:00 What I've Tried Cleared caches Restarted my machine Reinstalled Xcode Installed other versions of Xcode Installed Xcode-beta Using a VPN Not using a VPN Changing DNS settings Using a different Wifi network Using an older machine Using an older OS I've run out of options and I have no idea what else to do. The issue every time seems to point back to Apple servers.
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1
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2
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341
Activity
Jan ’26