After I updated my OS to Sonoma and xcode to version 15 my simulators started having a mismatched time with my computer, I have checked and both have the same region and language, I have tried with different simulator os versions (15.5, 16.4 and 17.0) and all have started having this issue since the os + xcode update. I tested the local time that the simulator gives from an app I am building and it gets the same time as the computer, not the one shown at the top of the phone, so I am struggling with this mismatch and is impacting the functionality of the app. Is there any way to solve this issue?
Simulator
RSS for tagRapidly prototype and test builds of your app during the development process using Simulator.
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Each time I run an app, which usually takes some 10 seconds, I normally go on working on it, but then I'm jumped to the simulator once the app has launched, which is especially annoying when I'm on full screen.
Is there a way to stay on Xcode, instead?
I have created multiple faces, i want to test those on different watch series and watch OS. However i am not able to use simulators for that (iOS and WatchOS). To understand the case please do below steps.
From simulator Open Apple watch app and share any face (create your own or share existing)
Share via email or airdrop
Drag this face into simulator again
Error will be shown that face is not available for this device.
If try to apply using below code, same error occur CLKWatchFaceLibrary().addWatchFace(at: url)
I want to know how can i test my watch faces on different versions using simulators.
Hi Everyone,
Context:
I'm working on allowing my app to log in using passkeys/security keys.
It all works great on a device but it doesn't when I try to log in using the simulator.
Problem:
On the simulator, I can go until the simulator presents the QR code so another device can sign the challenge but the device can't establish a connection with the simulator. I'm assuming the connection can't be established because the simulator does not support Bluetooth, which is a requirement for passkeys.
Question
I'm bound to only develop on a real device from now on? Or is there a way to make passkeys work with the simulator?
Thanks in advance!
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Simulator
Device
Hi Developers, i am working on the project that requires iOS Simulator version 17.0.3 for testing and development. However, despite my efforts to locate this specific simulator version within Xcode, it is not appearing in the list of available simulators.
I kindly request your assistance in resolving this situation. Could you please provide guidance on how to obtain and integrate iOS Simulator version 17.0.3 into my Xcode environment?
Based on official docs click is available for iPadOS apps.
We utilized click action to create universal UITests for macOS and iPadOS targets.
It works fine on iPadOS 16.x but, unfortunately, stops to work in iOS 17 simulators for iPad.
Environment:
MacOS - 13.5.2 (22G91).
Xcode - Version 15.0 (15A240d).
Simulator - Version 15.0 (1015.2).
SimulatorKit 935.1.
CoreSimulator 920.6.
Steps to reproduce:
Create new multiplatform app
Add simple button. For example:
struct ContentView: View {
@State var title = "Click Me"
var body: some View {
VStack {
Button(title) {
title = "Clicked"
}
.background(Color.blue)
.foregroundColor(.white)
}
.padding()
}
}
Add UITest that clicks on button. For example:
func testClick() throws {
let app = XCUIApplication()
app.launch()
app.buttons["Click Me"].click()
XCTAssertTrue(app.buttons["Clicked"].exists)
}
Expected result: test is passed
Actual result: test is failed since buttons["Click Me"].click() doesn't click in button.
Workaround:
Replacement .click() to .tap() fixes the issue but it makes impossible to create universal tests with single action for both platforms
Hello everyone,
I'm just starting developing with Xcode, and I tried to do an Hello World.
When I run it, Simulator opens, but it is really slow. At first it showed me the loading circle, then a black screen. I thought it wasn't working so I closed the app.
But, then, I tried to wait, and after maybe 3-4 minutes, the iPhone 15 Pro finally worked. And when I click or try to do something with the iPhone, it is very slow. Also my Mac start to make a lot of noises when I try to simulate the iPhone 15 Pro. So maybe it is my Mac, which is an Intel MacBook Air from 2020, but I don't think so, it's weird it cannot simulate iOS 17 no ?
So if someone has a solution I will take it with pleasure. Oh and also sorry if my English is bad, I'm French and not fluent...
Thanks.
I require the latest version of iOS 17.0.3 simulator for xcode 15.0.1, so far it has only let me download up to 17.0.1 but I have a bug that only happens on physical devices in version 17.0.3, there is a way to be able to obtain it in xcode.
Hi guys,
I'm delveloping an app that use HealthData. I use this data:
HKWorkoutType.workoutType(),
HKObjectType.quantityType(forIdentifier: .heartRate)!,
HKObjectType.quantityType(forIdentifier: .distanceSwimming)!
I would like use Simulator to test app, but there aren't data.
How can I import data?
Now to test my app use only my iPhone, but in this way I don't test multiple device to test my app.
Could you help me?
Thank you.
Filippo
I recently updated to Xcode 15 and have encountered a frustrating issue with my React Native app. Before the update, everything was working perfectly, but now I'm unable to run or build my project. I would greatly appreciate your help in resolving this problem.
Issue:
After updating to Xcode 15, my React Native app is not working as expected.
I'm unable to run the project on my simulator or device.
Building the app fails with errors that I didn't encounter in Xcode 14.
Additional Information:
I have ensured that my Node.js and React Native dependencies are up-to-date.
I've tried cleaning the project and deleting derived data, but the issue persists.
Xcode 15 is up to date, and I've also updated my macOS to the latest version.
Steps I've Tried:
Cleaned the project.
Deleted derived data.
Reinstalled Xcode.
Updated NPM packages.
Checked for Xcode updates.
Verified the Xcode build settings.
Environment:
macOS version: macOS Sonoma 14
Xcode version: 15.0
Node.js version: 20
In my iOS app, When the API calls failed due to poor network, the app will display 'No network error screen'. I have to check if this error screen is displayed correctly or not in case of poor network, in automation testing using simulator. But I couldn't find any possibility to turn off internet manually in simulator and check whether the 'No network' screen displays.
I installed 'Network Link Conditioner' in macOS and tried using it on simulator. But, in simulator settings -> developer , there is no section called "Network Link Conditioner" to handle this in simulator. So, is there any other solution to handle this network case in simulator ?
I am following the instructions at : https://developer.apple.com/documentation/xcode/installing-additional-simulator-runtimes.
When I run
sudo xcrun simctl runtime add "/Users/<user_name>/Downloads/iOS_17.0.1_Simulator_Runtime.dmg"
I get an error :
(1) Operation not permitted
Accessing '/Users/<user_name>/Downloads/iOS_17.0.1_Simulator_Runtime.dmg' requires Security & Privacy approval.
I get the same error even if
Xcode in the Applications folder or the Downloads folder.
If the .dmg is mounted or not.
How can grant access to the .dmg ?
What is 'Send Pointer to Device' in VisionOS Simulator?
I/O > Input > Send Pointer to Device
Error: The application's Info.plist does not contain a valid CFBundleVersion. Ensure your bundle contains a valid CFBundleVersion.
Hi all, I am new to app development, and all of a sudden after build successful, while launching the simulators (I have an app with iPhone and companion Watch app) the error appear.
I have added the version and the versionShort into the info.plist file, however I have noticed that in the DerivedData folder, there is a info.plist file that is different from the one I have in the project.
Please help.
I updated my MacBook to Sonoma which was a problematic task, presumably because the MacBook Pro sat unused for 10 months. Once it finally installed, Xcode needed to be updated to run. Once that finished, all of my devices/simulators are gone. When I attempt to download iOS 17.0.1 as it suggests, it downloads about 800MB of it and then fails with the error code below. I've also attempted to download previous versions of Xcode on the developer site and they also end the download prematurely. I cannot upload my app because I can't Build or Archive.
There are dozens of similar complaints from previous Xcode updates with fixes. I've tried many of them to no avail.
Could not download iOS 17.0.1 Simulator (21A342).
Hardware Overview:
Model Name: MacBook Pro
Model Identifier: MacBookPro17,1
Model Number: MYDA2LL/A
Chip: Apple M1
Total Number of Cores: 8 (4 performance and 4 efficiency)
Memory: 8 GB
System Firmware Version: 10151.1.1
OS Loader Version: 10151.1.1
I installed the XCODE 14.3.1 version. but I no longer have the possibility to simulate hipad ver 3 on which I developed some apps. I ask. Is it possible to install multiple versions of Xcode? or alternatively does anyone know a way to simulate hipad ver 3 on Xcode 14.3.1? Thank you
Is there a way? I turned it on in the visionOS simulator, but could not find a way to turn it off.
Hello! I would like to debug my app on an upcoming iOS 17.1 beta (and I think there will be more cases in the future when this will be needed). But for some reason I cant find iOS beta simulators in all version of xcode (15.0.1, 15.1, beta, etc.).
Can you please tell me how can I solver this issue?
12.9 inch iPad Simulator not presenting SpriteNodes correctly for Xcode
When I generate my SKScene, I use
ourScene.scaleMode = .aspectFill
I then display several SKShapeNodes, e.g.,
let roomWidth = UIScreen.main.bounds.width
let roomHeight = UIScreen.main.bounds.height
let circleRadius = 30.0
itsStatusNode = SKShapeNode(circleOfRadius: circleRadius)
let circleOffsetX = 95.0
let circleOffsetY = 70.0
let circlePosX = roomWidth/2 - circleRadius - circleOffsetX
let circlePosY = roomHeight/2 - circleRadius - circleOffsetY
itsStatusNode.position = CGPoint(x: circlePosX, y: circlePosY)
toScene.addChild(itsStatusNode)
The above Code works for all Xcode Simulators:
iPad (10th Generation)
iPad Air (5th Generation)
iPad Pro (11 inch) (4th Generation)
iPad Mini (6th Generation)
except the iPad (12.9 inch )(6th Generation)
For example, these work for all except the 12.9"
(landscape)
circleOffsetX = 95.0
circleOffsetY = 70.0
(portrait)
circleOffsetX = 70.0
circleOffsetY = 95.0
For just the 12.9" these work
(landscape)
circleOffsetX = 190.0
circleOffsetY = 145.0
(portrait)
circleOffsetX = 150.0
circleOffsetY = 190.0
I have seen other reports that point other errors out for just the 12.9 inch Simulator.
Or, is this one of many examples when I have to upload the App to a real Device such as my iPad or Apple TV?
FWIW, I only have a iPad Mini, not the 12.9 inch version
As always, thanks bunches for just reading this.
Hi,
I'm trying to download old iOS Simulator versions on XCode 15 on MacOS Sonoma (running on M1 Pro Max).
The list shows only iOS 16.4.
More specifically, I'm trying to install iOS 12.5.
Any guidelines?
the "create a new simulator" dialog looks like this:
and when i try to download more, i get:
Thanks