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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Cannot download simulator list for Xcode
I just upgraded my Xcode to 15.2 today. When it tries to download the list of available simulators, the request to fetch the list failed. From the error log, it says that this link is not returning the expected data: https://devimages-cdn.apple.com/downloads/xcode/simulators/index2.dvtdownloadableindex. It appears that this link is not returning any data at the moment.
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Jan ’24
Simulator keeps crashing my computer
I'm trying to develop an app. I have to use Xcode 14.2 because my MacBook air is running Monterey. I recently updated to latest. Now, everytime I try to run the app, it locks the computer and causes it to reboot. When it comes back, I get this error: panic(cpu 0 caller 0xffffff7fa2020904): "Enter debugger: submitToRing: Work queue failure detected" @IGHardwareRingBuffer.cpp:1483. There are a lot more codes, but this is the first part. What would cause this?
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Jan ’24
Strange issues with VisionOS template
Hello, I'm getting some strange behavior as I keep working with AVP on Xcode. First the basic template used to be normal, and when I previewed contentView it would display the basic sphere (using volume preset) right in the center of the screen. Now, when I create any basic template, the preview window is way elevated upwards to where its basically going thru the ceiling in the room. For the life of me I cannot get Xcode to correct this behavior. Also, while I can create a scene with assets in RealityKit, and try to view it in my content bundle following this Apple tutorial https://developer.apple.com/videos/play/wwdc2023/10203/ I cannot get my new scene to show in an immersive view file. I made sure to use the swiftUI template for the immersive view and I had the correct setup for it. My naming conventions are correct and there are no typos or errors (that I know of). I CAN get the basic template scene to show up, but not my custom scene with a pancake model in it. I've gone thru the video several times, but that still doesn't solve the above issue of the initial template previewing way to high. Does anyone have any advice on fixes for this subject? Edit : I may have located the issue to importing assets and using them in a new scene in realityComposerPro. Still not sure why it breaks after creating a scene in RCP. I haven't even used them in y project yet. (Started a new one) --> If I reset the project it removes the errors. But I still can't see my pancake, even if I just replace the template scene with a basic scene with just the asset in it. Much like the sphere but pancake instead. Also the initial scene may be high because using the volume template the view starts at the users feet. That might be why
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Jan ’24
Can not build project with FMOD for Unreal 2.0.2.20 for iOS Simulator - Error “building for iOS Simulator, but linking in object file built for iOS”
Hi guys, I have Xcode 15.2 + MacOS Sonoma 14.2.1 + iPhone SDK 17.2 + Apple M3 chip When I build my project with FMOD for Unreal 2.0.2.20 for iOS Simulator on have an error: /Plugins/FMODStudio/Binaries/IOS/libfmodL_iphoneos.a(libfmodL_iphoneos.a-arm64-master.o) building for iOS Simulator, but linking in object file built for iOS**, file '/Plugins/FMODStudio/Binaries/IOS/libfmodL_iphoneos.a' Found that in downloaded latest verison "fmodstudio20220ue5.3mac.zip" from https://www.fmod.com/download#fmodforunreal inside folder "Plugins/FMODStudio/Binaries/IOS" there are no files for iOS Simulator (so it's not builded for support it or they just forgot to do it) So next i found on page https://www.fmod.com/docs/2.02/api/platforms-ios.html#ios-specific-starter-guide that they Released iOS simulator binary for Core Engine and Studio Engine FMOD Core Engine library /api/core/lib/libfmod_iphonesimulator.a - Release iOS simulator binary for production code. /api/core/lib/libfmodL_iphonesimulator.a - Release iOS simulator binary with logging enabled for development. FMOD Studio Engine library (used in conjunction with core library) /api/studio/lib/libfmodstudio_iphonesimulator.a - Release iOS simulator binary for production code. /api/studio/lib/libfmodstudioL_iphonesimulator.a - Release iOS simulator binary with logging enabled for development. So next step from page https://www.fmod.com/download#fmodengine I downloaded "fmodstudioapi20220ios-installer.dmg" inside 2 folders "/api/core/lib" and "/api/studio/lib" I found these files and copy it to my folder "/Plugins/FMODStudio/Binaries/IOS/", and it didn't work :slight_smile: So just to try luck I made a copy of this folder and deleted files that work for iOS build only libfmod_iphoneos.a libfmodL_iphoneos.a libfmodstudio_iphoneos.a libfmodstudioL_iphoneos.a Next step renamed files libfmod_iphonesimulator.a -> libfmod_iphoneos.a libfmodL_iphonesimulator.a -> libfmodL_iphoneos.a libfmodstudio_iphonesimulator.a -> libfmodstudio_iphoneos.a libfmodstudioL_iphonesimulator.a -> libfmodstudioL_iphoneos.a And finally I successfully builded and launched my project with FMOD for Unreal 2.0.2.20 for iOS Simulator FMOD team need to rebuild FMOD for Unreal with adding _iphonesimulator and _appletvsimulator files and support and it will launch on iOS/TVOS Simulators with any problems. PS same you can do with TVOS Simulator and fix it
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Jan ’24
iOS simulator triggers lots of "*** quit unexpectedly" alerts
Everytime when iOS simulator is launched I het a lot of repeated "*** quit unexpectedly" alerts. Where "***" is a mix of "managedappdistributiond","healthappd", and "findmylocated" Even after the simulator is launched I still het random "*** quit unexpectedly" alerts. Very annoying because the alerts deactivates the active window This is on an MacBook Pro M3 Max,, Xcode 15.2, Sonoma 14.2.1, it also happens with Xcode 15.1 A co developer (MacBook Pro M1 Max,Xcode 15.2, Sonoma 14.2.1) does not have the issue Any idea how I can prevent this from happening? Update Every mentioned service crash happens in libswiftCore.dylib at 0x1929f3938 assertionFailure(:_:file:line:flags:) + 248
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Apr ’24
Unable to login to iCloud on Simulator (to test SwiftData sync)
Xcode 15.2. Brand new simulator set up, running 17.2. Brand new AppleID, and have logged in and accepted terms. Totally unable to login to iCloud on the Simulator to test iCloud syncing. There are numerous threads dating back 6 years plus of people having issues logging in to iCloud on the Simulator. Seems like it's still an issue. I have tried every solution. Existing AppleID. New AppleID. Logged into iCloud on Safari on Desktop and Simulator to check for unaccepted terms. Still get the commonly reported Sign-in page sitting spinning endlessly. Checked Console for errors and only things that seem possibly related are: com.apple.shortcuts CloudKitSync info 13:41:04.506714+0000 siriactionsd -[VCCKShortcutSyncCoordinator updateAccountStatusAndUserRecordID]_block_invoke Not fetching current user record ID because iCloud account is not available Is it really still the case that logging in to iCloud on a Simulator, to test sign on or iCloud sync is still horribly broken, and has been for over 6 years?
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visionOS app gets stuck when pressing the x button
Hey there, I'm new to SwiftUI and have been working on a visionOS app. To learn about the API and language, I downloaded the Hello World project: https://developer.apple.com/documentation/visionos/world/ I noticed the following issues: Using Xcode v15.2, I built and ran the World app at the Simulator. In the app, I am greeted with the main "Hello World" screen. I selected to view the Earth card, and in it, I clicked to "View Globe" As the 3D Earth view is displayed, I pressed the 'x' button of the main app. Problem: The main app panel closes, but the 3D Earth view is still displayed. There is no way to return back to the main app screen and properly exit the app. Problem: I can close the 3D Earth view (via its dedicated 'x' button), and this sometimes returns me back to the main Simulator screen (but other times it gets stuck to an empty Simulator screen). When I re-open the World app, I can only see the 3D Earth view; the World app is stuck there and there's no way of returning back to the main screen. The only workaround I've found is to rebuild the app. Any information would be much appreciated. Thanks
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Jan ’24
App not building iOS 16 and lower on Xcode 15
I recently upgraded to Xcode 15 from Xcode 14, and now my app only runs iOS17. When I try running on iOS 15/16, I get a very generic memory Thread 1: EXC_BAD_ACCESS (code=1, address=0x0) crash when my app attempts to launch on the simulator. Also, if I upload a build from my device, the crash happens on all real devices not running iOS17. My teammate is still running Xcode 14 and is able to build on iOS 15/16 devices (minimum is 15 for our app), and can push builds that work for all users. Is this a known issue, or am I missing something simple? The fact that upgrading Xcode versions is the only variable has made it really difficult to diagnose. The only thing I have tried so far is the suggested fix for a known issue in the Xcode 15 release notes (https://developer.apple.com/documentation/xcode-release-notes/xcode-15-release-notes#Known-Issues). However, this doesn't seem likely to be the same issue as my minimum deployment target is 15.0. (I also am not sure I implemented that 'fix' correctly...) Any help or direction would be much appreciated, thanks!
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Jan ’24
Library not loaded: @rpath/AppAuth.framework/AppAuth in flutter
Translated Report (Full Report Below) Incident Identifier: 58852A91-9913-490E-929C-09271F54780F CrashReporter Key: D6CABE7E-4D4A-48E3-A0EB-C24EDF93DF82 Hardware Model: MacBookPro15,1 Process: Runner [41341] Path: /Users/USER/Library/Developer/CoreSimulator/Devices/9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D/data/Containers/Bundle/Application/6E8117A7-815F-47BC-8BAD-8D9FA922F8E8/Runner.app/Runner Identifier: com.test.dp.io Version: 1.8.0 (1) Code Type: X86-64 (Native) Role: Foreground Parent Process: launchd_sim [31432] Coalition: com.apple.CoreSimulator.SimDevice.9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D [6247] Responsible Process: SimulatorTrampoline [1613] Date/Time: 2024-01-15 17:10:44.2262 +0530 Launch Time: 2024-01-15 17:10:44.2013 +0530 OS Version: macOS 14.2.1 (23C71) Release Type: User Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: DYLD 1 Library missing Library not loaded: @rpath/AppAuth.framework/AppAuth Referenced from: <5ACCFAFC-421D-3CFE-97EC-EF9A57716669> /Users/USER/Library/Developer/CoreSimulator/Devices/9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D/data/Containers/Bundle/Application/6E8117A7-815F-47BC-8BAD-8D9FA922F8E8/Runner.app/Runner Reason: tried: '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/usr/lib/swift/AppAuth.framework/AppAuth' (no such file), '/usr/lib/swift/AppAuth.framework/AppAuth' (no such file, not in dyld cache), '/Users/prasadbabar/Library/Developer/CoreSimulator/Devices/9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D/data/Containers/Bundle/Application/6E8117A7-815F-47BC-8BAD-8D9FA922F8E8/Runner.app/Frameworks/AppAuth.framework/AppAuth' (no such file), '/Users/prasadbabar/Library/Developer/CoreSimulator/Devices/9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D/data/Containers/Bundle/Application/6E8117A7-815F-47BC-8BAD-8D9FA922F8E8/Runner.app/Framewo (terminated at launch; ignore backtrace) VSCode error: Exception: Unable to launch com.test.dp.io on 9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D: ProcessException: Process exited abnormally: An error was encountered processing the command (domain=FBSOpenApplicationServiceErrorDomain, code=1): Simulator device returned an error for the requested operation. The request was denied by service delegate (SBMainWorkspace). Underlying error (domain=FBSOpenApplicationServiceErrorDomain, code=1): The request to open "com.test.dp.io" failed. The request was denied by service delegate (SBMainWorkspace). Command: xcrun simctl launch 9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D com.test.dp.io --enable-dart-profiling --enable-checked-mode --verify-entry-points Error launching application on iPhone 15 Pro Max.
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Jan ’24
App fails to start on simulator
We are generating an App version for our QA testers to try on their simulators. For most of them it works fine, but we have two users the App is crashing on startup. By checking the Console logs we have this issue with launchd. error 12:22:42.120557+0200 SpringBoard Bootstrapping failed for <FBApplicationProcess: 0x17bbe0440; app<com.package.of.the.app((null))>:<invalid>> with error: <NSError: 0x60000146b930; domain: RBSRequestErrorDomain; code: 5; "Launch failed."> { NSUnderlyingError = <NSError: 0x60000146bed0; domain: NSPOSIXErrorDomain; code: 1> { NSLocalizedDescription = Launchd job spawn failed; }; } Has anyone encountered this issue? We have tried to restart the simulator, clean Derived Data, restart the Mac and the simulator, try with other Apps and simulators, generate the App from another computer and nothing works. Both the Mac that are generating the .app and the tester Macs are M2
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Jan ’24
UI Tests on Xcode Cloud fail due to Simulator randomly showing Apple logo
Hello everyone! When I run UI Tests on Xcode Cloud, I often encounter unexpected failures. Checking the screen recording, I found that the iOS Simulator could go into a black screen with a white Apple logo and a progress bar for a period after the test starts. This behavior of the Simulator causes my app's UI Tests to fail randomly, which greatly affects the practical use of UI Tests. I suspect this phenomenon is unrelated to my app and test cases, so I'm asking if anyone else has encountered a similar issue. 🤔
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Jan ’24
Entity not reacting to light and not casting shadow in VIsionOS Simulator
Hi Guys, I've been trying to put my model to react to light in visionOS Simulator by editing the component in Reality Composer Pro and also modifying it by code, but I can only put the shadow if I put it as an usdz file, it's not as reflective as when I see it on reality converter or reality composer pro, does someone have this problem too? RealityView { content in if let bigDonut = try? await ModelEntity(named: "bigdonut", in: realityKitContentBundle) { print("LOADED") // Create anchor for horizontal placement on a table let anchor = AnchorEntity(.plane(.horizontal, classification: .table, minimumBounds: [0,0])) // Configure scale and position bigDonut.setScale([1,1,1], relativeTo: anchor) bigDonut.setPosition([0,0.2,0], relativeTo: anchor) // Add the anchor content.add(anchor) // Enable shadow casting but this does not work bigDonut.components.set(GroundingShadowComponent(castsShadow: true)) } }
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Jan ’24
Custom library/framework with ARCHS = $(ARCHS_STANDARD) not running in iOS simulator
We have one custom library/framework with ARCHS = $(ARCHS_STANDARD) under build settings. I export the library/framework with "Any iOS device" target and export the library/framework. But when we try to integrate this custom library/framework in to another project ( M1 with xcode 14.2 with rosetta enabled ) its not running in iOS simulator. Getting error like. : Unsupported Swift architecture Note : Its running fine in real device.
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Jan ’24
Build Errors for iPhone Simulator: Missing Headers and Precompiled Header Issue
Hi everyone, I'm encountering compile errors when building my iOS project for the iPhone 15 Pro (17.0.1) simulator. The errors are: 'GoogleSignIn/GoogleSignIn.h' file not found: This error occurs in my AppDelegate.h file. 'FirebaseCore/FirebaseCore.h' file not found: This error occurs in the Firebase.h file within my Pods directory. Failed to emit precompiled header: This error relates to my bridging header. Importantly, these errors do not occur when building for a physical device. Here's some additional information: Xcode Version: 15.1 Simulator Details: Any iPhone simulators I'd appreciate any insights or suggestions to resolve these errors. Thank you! Additional Information: I am using the MacBook Air M2 with the latest MacOS Sonoma. The project pod file contains this platform :ios, '13.0' use_frameworks! target 'GMAEntertainment' do pod 'AlamofireImage' pod 'Alamofire' pod 'AFNetworking', '~> 4.0.1' pod 'InMobiSDK' pod 'TwitterKit' pod 'GoogleSignIn', '~> 6.2.2' pod 'Firebase' pod 'Firebase/Auth' pod 'Firebase/Core' pod 'Firebase/Messaging' pod 'Firebase/Analytics' pod 'Firebase/Crashlytics' pod 'Protobuf', '~> 3.21.5' pod 'Google-Mobile-Ads-SDK', '7.67.0' pod 'MaterialComponents/Snackbar' pod 'FBSDKCoreKit', '~> 16.1.3' pod 'FBSDKLoginKit', '~> 16.1.3' pod 'FBSDKShareKit', '~> 16.1.3' pod 'DailymotionPlayerSDK' pod 'ReCaptcha/RxSwift' pod 'MBProgressHUD' pod 'GoogleAnalytics' pod 'MaterialComponents/Ripple' pod 'SkeletonView', '~> 1.29.0' post_install do |installer| installer.pods_project.targets.each do |target| target.build_configurations.each do |config| config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '13.0' end end end frameworks use_frameworks! target 'GMAEntertainmentTests' do inherit! :search_paths # Pods for testing end end Looking forward to your help! Regards,
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Jan ’24
Simulator device returned an error for the requested operation. The parent bundle has the same identifier as sub-bundle
Two days ago everything was working fine. Then I decided to step on with the OneSignal Sdk and the problems starts to come. Now I have two big problem but I want to go with order and begin from the first and maybe the second will follow. When I try the app on emulator, it builds fine but stopped immediately with The parent bundle has the same identifier (com.domain.bundlename) as sub-bundle at /Users/myname/Library/Developer/CoreSimulator/Devices/F2D73A5F-1B86-4D2D-9989-518387D0FB24/data/Library/Caches/com.apple.mobile.installd.staging/temp.O4MORK/extracted/Runner.app/Frameworks/App.framework (com.domain.bundlename is for obscuring the real ones) Then I tried creating a new emulator device, but I got the same error. No clues on my internet search.
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Jan ’24