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

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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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SFSpeechRecognizer is unavailable or fails to initialize on iOS 26.4 and 26.5 Simulators
I am testing SFSpeechRecognizer using the en_US locale. When the iPhone Simulator’s system language is set to Japanese, SFSpeechRecognizer.isAvailable returns false for en_US, so speech recognition is unavailable. As far as I have tested, this issue does not occur on iOS Simulator 26.2 or earlier. Is this a Simulator-specific issue, or is it a behavior change that could also occur on physical devices? Has any additional setup become necessary to use speech recognition in Simulator? I then changed the iPhone Simulator’s system language to English. After doing so, SFSpeechRecognizer.isAvailable returned true for en_US. However, starting a recognition task still failed immediately with kLSRErrorDomain Code=300, “Failed to initialize recognizer.” The following error was returned: Error Domain=kLSRErrorDomain Code=300 "Failed to initialize recognizer" UserInfo={ NSLocalizedDescription=Failed to initialize recognizer, NSUnderlyingError={ Error Domain=kLSRErrorDomain Code=300 "Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json" UserInfo={ NSLocalizedDescription=Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json } } } I have not observed either of these issues on iOS Simulator 26.2 or earlier: With the Simulator language set to Japanese, the en_US recognizer does not become unavailable. When SFSpeechRecognizer.isAvailable is true, recognition does not fail with kLSRErrorDomain Code=300. Environment Xcode: 26.6 (17F113) iOS Simulator 26.5 (23F77), iPhone 17 (A3258J/A) iOS Simulator 26.4 (23E244), iPhone 17 (A3258J/A)
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Error when access StoreView / ProductView on iOS 27.0 simulator
Hi, Feedback: FB23494579 Using StoreView / ProductView on iOS 27.0 simulator / device hub throws the following error: Error: Accessing State<ProductViewEventConfiguration>'s value without being installed on a View. This will create a new ProductViewEventConfiguration instance each time. Environment macOS 26.5.2 (25F84) Xcode 27.0 beta 2 (27A5209h) Simulator / Device Hub - iPhone 17 Pro (iOS 27.0) Screenshot
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iOS 26.2 Platform support failed download
I've recently updated to Xcode 26.3 and I can't download any iOS Simulator Runtime from 26.2 to 18.0, every download gives me: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-03-03 16:14:50 +0000"; } -- Download failed. Domain: DVTDownloadableErrorDomain Code: 41 -- System Information macOS Version 26.4 (Build 25E5218f) Xcode 26.3 (24587) (Build 17C529) Timestamp: 2026-03-03T17:14:50+01:00 I tried cleaning every cache, and logging in and out of my account. I saw some reddit posts where they suggested to check out VPNs, host files and other stuff but everything was okay, also I can reach apple cdns etc. I also tried using Xcode beta 26.4 and going back to 26.2 but still the same problem. Anyone has a solution?
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iOS Simulator fails to boot (18.6 / 26.1 / 26.2) – launchd_sim could not bind to session
Hi, I’m facing a consistent simulator boot issue that appears to start after iOS 18.2 simulator runtimes and persists in 18.6, 26.1, and 26.2. Observed behavior iOS 18.2 simulator works fine iOS 18.6 simulator does NOT boot iOS 26.1 / 26.2 simulators do NOT boot Tried everything reinstall/clear cache and all and event formatted the system Unable to boot the Simulator NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding macOS: Sequoia Xcode: 26.1, 26.2 Machine: Apple Silicon Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call User Info: { DVTErrorCreationDateKey = "2025-12-26 02:19:27 +0000"; IDERunOperationFailingWorker = "_IDEInstalliP.honeSimulatorWorker", Session = "com apple CoreSimulator.SimDevice CCDECA56-4A59-491B-A830-0F3928FCD957"; } Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Event Metadata: com.apple. dt. DERunOperationWorkerFinished : { "device_identifier" = "CCDECAE6-4A59-491B-A830-0E3928FCD957"; "device_model" = "iPhone18, 1"; "device_osBuild" = "26.1 (23B86)"; "device_osBuild_monotonic" = 2301008600; "device_os_variant" = 1; "device_platform" = "com apple.platform.iohonesimulator"; "device_platform_family" = 2; "device_reality" = 2; "device_thinningType" = "iPhone18,1"; "device_transport" = 4; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 1183; "operation_errorCode" = 4; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com apple platform Please help on this as it got stuck. Thanks
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dyld crash before main() on macOS Tahoe 26 due to shared cache mapping failure
I am developing a large iOS application with an extensive UI test suite (hundreds of UI test scenarios). After upgrading our CI runners to macOS Tahoe 26, we started observing an intermittent issue where an iOS Simulator may operate normally for many successful application launches before unexpectedly entering a persistent degraded state. Once this occurs, every subsequent application launch crashes inside dyld before reaching our application’s main(). The degraded state persists until the simulator device is reset This causes UI tests to hang and eventually timeout. Business impact CI/CD jobs frequently timeout (90+ minutes per failed run) Significant loss of CI capacity Difficult to maintain reliable quality gates At our scale, this has become a serious issue affecting release confidence and overall engineering productivity. Technical details Crash report MyProject-2026-07-13-125307.ips — a crash report from a CI Demo project dyld_crash_demo — a minimal reproducible project demonstrating the relevant dyld execution path. The project intentionally returns errors from system functions along the shared cache initialization path to demonstrate that dyld continues execution until DyldSharedCache::getUUID(), where it subsequently crashes. Simply open the project and run it in iOS Simulator 26.2. Environment Component Version macOS Tahoe 26.x Xcode 26.2, 26.5 iOS Simulator 26.2, 26.5, 26.6 Architecture Apple Silicon dyld 1378 dyld_sim 1335 What we have ruled out multiple Xcode versions multiple macOS 26.x releases multiple iOS Simulator runtimes multiple simulator devices UI tests with parallel execution disabled deleting the simulator dyld shared cache recreating simulator devices application-specific issues (the crash happens before main()) The issue is still reproducible. Investigation The earliest observable failure sequence is consistently: shared_region_check_np() → "Cannot allocate memory" (ENOMEM) Shared cache mmap(0x180000000, ...) → EACCES The shared cache region remains unmapped DyldSharedCache::getUUID() reads 0x180000058 EXC_BAD_ACCESS (Translation fault) The crash occurs before any application code executes. The first faulting instruction belongs to DyldSharedCache::getUUID(), while the shared-cache region is still unmapped. Published dyld source analysis Relevant execution path: loadDyldCache() ↓ mapSplitCachePrivate() ↓ preflightCacheFile() Based on the published sources of dyld-1378, this appears to be the execution path leading to the observed failure. After the loadDyldCache() function failed to load the cache, dyld continued execution anyway and moved on to calling the DyldSharedCache::getUUID() function, where it subsequently failed. Additional observations Once the simulator enters the degraded state: simctl spawn succeeds. simctl launch crashes inside dyld before reaching main(). During our experiments, both processes were created by the same launchd_sim instance Before dyld::_dyld_start, both processes expose the same virtual address layout, including an unmapped shared-cache region (0x180000000–0x300000000). Current workaround As a temporary mitigation, we launch the application with DYLD_SHARED_REGION=avoid In our environment, this completely avoids the launch failures. However, this mode appears to be undocumented and intended primarily for debugging. We are concerned that it may change or stop working in future macOS or Xcode releases, so we are reluctant to depend on it in our production CI infrastructure. Questions 1. dyld Is it expected for dyld to continue dereferencing the shared-cache header after both the shared-region initialization and the shared-cache mapping have already failed? Execution appears to continue into: loadInfo.loadAddress->getUUID(cacheUuid) which results in an access to an unmapped address. The attached demo project reproduces this behavior by simulating failures from the shared-cache initialization path. Is there an expected fallback behavior for this situation or is continuing into DyldSharedCache::getUUID() the intended behavior ? 2. Simulator state Why does a simulator that initially launches applications successfully eventually enter a state where every subsequent launch fails while the shared cache can no longer be mapper? The earliest related system log we have found is: vm_shared_region_start_address() returned 0x1 Is this a known CoreSimulator or macOS Tahoe issue? If so, is there a supported workaround or recommended long-term solution besides DYLD_SHARED_REGION=avoid? Any guidance would be greatly appreciated.
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SimCtl
Summary xcrun simctl install <valid.app> fails even though the app's Info.plist contains a correct, well-formed CFBundleIdentifier — verified independently with plutil -p. The app builds successfully via xcodebuild twice, under two different signing configurations. This is purely an install-time failure. ERROR · EVERY ATTEMPT An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Environment MACOS 26.5.2 · Build 25F84 XCODE 26.6 · Build 17F113 SIMULATOR RUNTIME iOS 26.5 (23F77) HARDWARE Apple M5 KERNEL Darwin 25.5.0 arm64 XCODE.APP / SIMULATOR PLATFORM both freshly installed Xcode.app and the iOS Simulator platform were both freshly installed immediately before this was discovered — this may be a first-run / first-boot issue specific to this Xcode 26.6 + iOS 26.5 combination. Project being built A SwiftUI iOS app target generated via XcodeGen from project.yml, depending on a local Swift Package with four library products. Nothing exotic — no third-party SDKs, no CocoaPods, no entitlements file. PROJECT.YML — RELEVANT TARGET BLOCK PROJECT.YML targets: QuestionsWeCarry: type: application platform: iOS deploymentTarget: "17.0" sources: - path: App/Sources - path: App/Resources type: folder buildPhase: resources info: path: App/Info.plist properties: CFBundleDisplayName: "Questions We Carry" UILaunchScreen: {} ITSAppUsesNonExemptEncryption: false UIApplicationSceneManifest: UIApplicationSupportsMultipleScenes: false settings: base: PRODUCT_BUNDLE_IDENTIFIER: com.brodywolfstudio.questionswecarry MARKETING_VERSION: "1.0.0" CURRENT_PROJECT_VERSION: "1" SWIFT_VERSION: "5.10" TARGETED_DEVICE_FAMILY: "1,2" CODE_SIGN_STYLE: Manual CODE_SIGN_IDENTITY: "-" CODE_SIGNING_REQUIRED: NO CODE_SIGNING_ALLOWED: YES dependencies: - package: QWCKit product: QWCCore - package: QWCKit product: QWCEngine - package: QWCKit product: QWCStore - package: QWCKit product: QWCUI BUILD COMMAND THAT SUCCEEDS SHELL xcodebuild -project QuestionsWeCarry.xcodeproj -scheme QuestionsWeCarry -configuration Debug -destination "platform=iOS Simulator,id=" -derivedDataPath DerivedData build Result: BUILD SUCCEEDED, produces DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app. INFO.PLIST INSIDE THE BUILT .APP (VIA PLUTIL -P) INFO.PLIST { "BuildMachineOSBuild" => "25F84" "CFBundleDevelopmentRegion" => "en" "CFBundleDisplayName" => "Questions We Carry" "CFBundleExecutable" => "QuestionsWeCarry" "CFBundleIdentifier" => "com.brodywolfstudio.questionswecarry" "CFBundleInfoDictionaryVersion" => "6.0" "CFBundleName" => "QuestionsWeCarry" "CFBundlePackageType" => "APPL" "CFBundleShortVersionString" => "1.0" "CFBundleSupportedPlatforms" => [ 0 => "iPhoneSimulator" ] "CFBundleVersion" => "1" "DTCompiler" => "com.apple.compilers.llvm.clang.1_0" "DTPlatformBuild" => "23F81a" "DTPlatformName" => "iphonesimulator" "DTPlatformVersion" => "26.5" "DTSDKBuild" => "23F81a" "DTSDKName" => "iphonesimulator26.5" "DTXcode" => "2660" "DTXcodeBuild" => "17F113" "ITSAppUsesNonExemptEncryption" => false "MinimumOSVersion" => "17.0" "UIApplicationSceneManifest" => { "UIApplicationSupportsMultipleScenes" => false } "UIDeviceFamily" => [ 0 => 1 1 => 2 ] "UILaunchScreen" => { } } CFBundleIdentifier is present, correctly formed, and matches PRODUCT_BUNDLE_IDENTIFIER. file confirms this is a valid Apple binary property list, not corrupted. CODESIGN -DV ON THE BUILT APP CODESIGN -DV Executable=/QuestionsWeCarry.app/QuestionsWeCarry Identifier=QuestionsWeCarry-******* Format=bundle with Mach-O thin (arm64) CodeDirectory v=20400 size=338 flags=0x2(adhoc) hashes=3+3 location=embedded Signature=adhoc Info.plist=not bound TeamIdentifier=not set Sealed Resources version=2 rules=13 files=4 Internal requirements count=0 size=12 Note Info.plist=not bound — unclear whether this is expected for an ad-hoc-signed bundle app (as opposed to a framework), or is itself a symptom of the underlying problem. Reproduction Minimal, reproducible with the plain command-line tool — no Claude tooling involved in this step: SHELL xcrun simctl install "iPhone 17 Pro" "/DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app" Result (100% reproducible, every attempt): STDERR An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Also reproduced with xcrun simctl launch, which fails as a consequence: Isolation steps taken All of the following were tried, and none changed the outcome — the exact same "Missing bundle ID" error occurs every time: 01 Two signing configurations — unsigned/linker-signed (Sealed Resources=none) vs. proper ad-hoc sign (Sealed Resources version=2 rules=13 files=4), plus a manual codesign --force --deep --sign - re-sign pass. Same failure every time. 02 Two simulator destinations — generic/platform=iOS Simulator and a concrete device id for iPhone 17 Pro. 03 Two never-before-used simulator devices — iPhone 17 Pro and iPhone Air — ruling out per-device CoreSimulator state corruption. 04 Erase + cold boot — simctl shutdown, erase, boot immediately before a fresh install attempt. 05 Real Simulator.app GUI running — not just a headless simctl boot — ruled out a CoreSimulatorService/GUI dependency. 06 Path with no spaces — copied the .app out of a path containing "Application Support" — ruled out a path-quoting issue. The build itself is never in question — xcodebuild reports BUILD SUCCEEDED every time; only the subsequent simctl install step fails. What I'd like feedback on Is this a known issue with this specific Xcode 26.6 / iOS 26.5 Simulator runtime combination — both very recently installed, so possibly a fresh-install/first-boot bug? Is there a required build setting for this Xcode version not yet reflected in commonly-documented XcodeGen/xcodebuild recipes — e.g. an entitlements file now required even for simulator-only, no-team builds, or a different expected code-signing identity/format? Is Info.plist=not bound in the codesign -dv output actually abnormal for an app bundle (as opposed to a framework), and could that be the root cause simctl is choking on?
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xcodebuild test (CLI) does not sync .storekit to storekitd on iOS 26.5 — SKTestSession unusable in CI
On iOS 26.5 simulator runtime, running UI tests via xcodebuild test from the command line does not push the scheme's StoreKitConfigurationFileReference to the destination simulator's storekitd AppGroup Octane container. As a consequence, SKTestSession(configurationFileNamed:) either silently falls through to the production App Store (surfacing a "Sign in to Apple Account" SpringBoard alert during paywall tests), or throws SKInternalErrorDomain Code=3 "Error saving configuration file" if you call any SKTestSession instance method. The same project, same scheme, same .storekit file works correctly when launched via Xcode IDE (Cmd+R / Cmd+U) — which uses DVTDevice.handleStoreKitConfigurationSyncForBundleID:configurationFilePath: via an internal IDELaunchSession XPC path that the public xcodebuild CLI does not invoke. This regression makes StoreKit Test unusable in CI for any project using xcodebuild test or xcodebuild test-without-building against an iOS 26.5 simulator. Environment macOS: 26.x Xcode: 26.4.1 (25E253) iOS Simulator runtime affected: 26.5 iOS Simulator runtime that does not exhibit the bug: 26.1 Test target: XCTest UI tests Test plan: *.xctestplan with "storeKitConfiguration": "MyApp.storekit" in defaultOptions Affected scheme actions: Test (CLI) Not affected: Run, Test (Xcode IDE) Steps to Reproduce Create a SwiftUI iOS app com.example.MyApp. Add a MyApp.storekit with one auto-renewable subscription. Add a UI test target. In the xctestplan: defaultOptions.storeKitConfiguration = "MyApp.storekit". In the UI test base case: private var storeKitSession: SKTestSession? override func setUpWithError() throws { storeKitSession = try SKTestSession(configurationFileNamed: "MyApp") app.launch() } Boot a fresh iOS 26.5 simulator. Run via CLI: xcodebuild test \ -project MyApp.xcodeproj \ -scheme MyApp \ -testPlan MyAppUITests \ -destination "platform=iOS Simulator,name=iPhone 17 Pro" In the test, trigger paywall and call Product.purchase(). Expected Product.purchase() presents the StoreKit Test sheet labeled "[Environment] Xcode". Same behavior as Xcode IDE Cmd+U. Actual Production App Store flow triggers. SpringBoard alert "Sign in to Apple Account" appears. Tests waiting on the "Xcode"-labeled sheet fail with Element does not exist. Evidence The simulator's ~/Library/Developer/CoreSimulator/Devices/<UDID>/data/Containers/Shared/AppGroup/<storekit-AGID>/Documents/Persistence/Octane/com.example.MyApp/Configuration.storekit: Present (≈100 KB) when launched via Xcode IDE. Missing when launched via xcodebuild test CLI on the same simulator UDID. Workarounds Attempted (all fail on iOS 26.5) No-op XCTestCase "warmup" that calls XCUIApplication.launch() + sleep — does not trigger the sync because XCUIApplication.launch() routes through XCTRunner, not IDELaunchSession. Multi-destination xcodebuild test with -parallelize-tests-among-destinations. Manually cp-ing the .storekit file into the AppGroup Octane container — storekitd only loads via the XPC channel. launchctl kickstart -k system/com.apple.storekitd — wipes in-memory state, does not pick up disk file. Only working workaround: open project in Xcode IDE, Cmd+R, wait ~20–30 sec, Cmd+., then Cmd+U. Not viable for CI. Related Open Feedback FB22237318 — SKTestSession instance methods (clearTransactions(), failTransactionsEnabled = true) throw SKInternalErrorDomain Code=3 "Error saving configuration file". Discussion thread: https://developer.apple.com/forums/thread/808030 The iOS 26.5 Release Notes (https://developer.apple.com/documentation/ios-ipados-release-notes/ios-ipados-26_5-release-notes) under StoreKit Test list this issue as resolved in 26.5: "Fixed: SKTestSession may fail to save its configuration file when invoked outside of an Xcode debug session." However, on the public iOS 26.5 simulator runtime the behavior is unchanged — SKTestSession still hits Code=3 on any mutation, and xcodebuild test from CLI still does not sync the .storekit configuration. The 26.5 fix either did not actually ship, or this report describes a distinct but related issue that the fix did not cover. Impact Any CI/CD pipeline running UI tests for apps with StoreKit subscriptions is broken when targeting an iOS 26.5 simulator. Workarounds are either: Pin CI simulator runtime to iOS 26.1. Manually run the project in Xcode IDE before each test run (impossible headless). Has anyone found a CLI-friendly workaround? Or is there an undocumented xcodebuild flag / simctl command that can trigger the same DVTDevice sync from outside the IDE?
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Xcode 27 beta 3 Device Hub zoom gesture doesn't work
I am using Xcode 27 beta 3 Device Hub with iPadOS Simulator. The iPadOS app I'm developing supports a standard two finger pinch/unpinch gesture to zoom in and out. In Xcode 26 Simulator, I could hold down the option key to zoom in and out with a two finger multitouch gesture. How can I effect a two finger multitouch zoom gesture with Xcode 27 beta 3 Device Hub iPadOS Simulator? I tried holding down the option key, which did not work. I tried using a macOS two finger multitouch pinch/unpinch zoom gesture, but this did not work. I've spent about 30 minutes investigating this, searching through Device Hub Settings and macOS Settings and exploring different permutations of options and reading Xcode 27 beta release notes. The Option key worked great in Xcode 26 iPadOS Simulator. I'd appreciate any assistance that an Apple Engineer could provide. Thank you.
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Feature Request: Allow External AI Coding Agents to Access Xcode via MCP, CLI, or an Automation API
The new MCP support for Coding Assistant in Xcode is a fantastic addition. It makes it much easier to work with AI directly inside Xcode, and it’s exciting to see Apple embracing AI-assisted development. However, many developers are now using external AI coding agents—such as Claude Code, Codex, and other terminal-based agents—as their primary development interface. In practice, much of the development workflow has shifted away from manually editing code in Xcode. Instead, developers collaborate with AI agents from the terminal (for example, using tmux), while the agents generate code, modify project settings, write tests, and perform many other development tasks. What these agents are missing is direct access to Xcode itself. It would be incredibly valuable if external AI coding agents could communicate with Xcode through an official MCP server, a CLI, or a dedicated automation API. For example, allowing them to: Build and run projects Control the iOS Simulator (or Device Hub) Launch and control Instruments Capture and analyze performance traces (Time Profiler, Leaks, Memory, SwiftUI, etc.) Inspect build errors, warnings, and diagnostics Access LLDB and debugging information Collect crash logs and symbolicated reports Perform other Xcode-specific operations that are currently only available through the IDE Imagine asking an AI agent to: “Profile my app with Instruments, find the performance bottleneck, explain the results, apply a fix, rebuild the app, and run the profiling session again to verify the improvement.” This would allow the AI to complete an entire development and optimization loop without requiring the developer to manually switch between the terminal and Xcode. The same idea could extend to many other workflows, including debugging, performance tuning, testing, accessibility verification, and simulator automation. Developers could continue using their preferred AI coding agent while still taking full advantage of Xcode’s unique capabilities. As AI-assisted development becomes more common, opening Xcode through an official MCP server, CLI, or automation API would unlock an entirely new class of development workflows. I believe this could become one of the most impactful improvements Apple could make for AI-assisted development. Today, AI agents are already capable of writing code. The next step is enabling them to fully collaborate with Xcode. Opening Xcode to external AI agents would allow developers to focus more on solving problems and less on operating tools.
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Apple Makes Notification Center Testing Nearly Impossible on macOS
I know that using a mouse to control an iPhone simulator on macOS allows me to swipe down from the top right corner to open the Control Center, but why can't I swipe down from the top left corner to open the Notification Center? Am I doing something wrong, or does iOS disable mouse access to the Notification Center on macOS? Also, it seems that you can't use a mouse or gestures to open the Notification Center or Control Center in iPhone Mirroring at all. I saw that Accessibility has a feature to open the Notification Center or Control Center with the keyboard, but it doesn't work in my tests on macOS. I have an application feature that needs to check the effect of the media playback cards in the Notification Center, but I can't check it at all. Every time I compile to a real device and test manually. Is there any way to reliably trigger the Notification Center and Control Center on macOS? Otherwise, testing on a real device every time is too cumbersome, and I can't automate the testing at all!
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Failing to permanently delete old simulator volumes
Hello all, Yesterday, I found out that there's 60GB's of old simulator volumes on my mac in /Library/Developer/CoreSimulator/Volumes/. When I try to delete those through Xcode Settings -> Components under Other Installed Platforms, it looks like they are deleted, but after restarting my Mac, they simply return. I tried the solution proposed here (which is to delete the dmg files in /Library/Developer/CoreSimulator/Images/), but in my case, there are no dmg files in there. So it looks like they were properly deleted, unlike those in /Library/Developer/CoreSimulator/Volumes/. I could obviously try to delete the dmg files in /Library/Developer/CoreSimulator/Volumes/, but that doesn't work according to a post on reddit that I'm not allowed to show here (It's called 'Deleted 240GB of Xcode simulators multiple times but they keep remounting - how do I permanently remove them?') And I wonder if it's a safe thing to do. Do you have any suggestions for how to remove the old volumes correctly and permanently?
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Is it supported to remotely access and automate iOS Simulators over a private network?
Hi everyone, I'm exploring an idea for building an internal iOS test infrastructure and would appreciate some guidance on whether this is supported by Apple and complies with the Apple Developer Program terms. The idea is to have one or more Mac mini systems running Xcode and iOS Simulators on a private local network. Instead of engineers or CI systems interacting with the simulators directly on the Mac, they would connect to them remotely over the network to execute automated tests for an iOS application. The Mac minis and simulators would: Remain on my own premises. Be accessible only within a private/internal network (not exposed to the public internet). Be used solely for developing and testing an iOS application. My questions are: Is it supported to remotely access and control iOS Simulators over a private network for automated testing? Are there any licensing or Apple Developer Program restrictions that would prevent this type of setup? Are there any technical limitations or recommended best practices from Apple for building such an environment? I'm not asking about remote desktop access to the Mac itself. Instead, I'm interested in whether it's acceptable to expose a service running on the Mac that can manage simulator lifecycle (create, boot, shutdown, erase, etc.) and execute automation on behalf of clients over the network. If anyone from Apple or anyone who has built a similar setup can share guidance or point me to the relevant documentation, I'd really appreciate it. Thank you!
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Feature Request: Keyboard Shortcuts for Notification Center and Control Center in iOS Simulator and iPhone Mirroring
Hello, I would like to suggest adding dedicated keyboard shortcuts or menu commands for opening Notification Center and Control Center in both iOS Simulator and iPhone Mirroring. At the moment, these interfaces generally need to be opened by dragging downward from a specific area at the top of the simulated or mirrored iPhone screen. While this works for normal manual interaction, it is less reliable when using a mouse, especially when the window is resized or when the pointer needs to begin very close to the screen edge. This also creates difficulties for automated UI testing and computer-use agents, such as Codex-based testing workflows. These systems interact with the screen through mouse and keyboard input, so accurately reproducing an edge swipe can be unreliable. A small difference in the starting position may open Spotlight, scroll the current application, move the window, or fail to trigger the system interface entirely. It would be helpful if Apple could provide commands such as: Open Notification Center Open Control Center Dismiss Notification Center or Control Center These commands could be exposed through: Keyboard shortcuts The Simulator “Device” or “Features” menu The iPhone Mirroring toolbar or menu bar Accessibility or UI automation interfaces For example, Simulator already provides menu commands and shortcuts for actions such as pressing the Home button, locking the device, rotating the screen, and triggering other hardware-related interactions. Notification Center and Control Center could be handled in a similar way. This would improve: Manual testing with a mouse and keyboard Automated testing of applications that interact with notifications, media controls, Bluetooth, Focus modes, screen recording, and other system features Accessibility for users who have difficulty performing precise drag gestures Reliability for computer-use and vision-based testing agents Ideally, the commands should behave like genuine system gestures rather than directly changing internal state, so developers can test the complete user-visible interaction. Thank you for considering this feature.
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Sign in with Apple works on device but fails in Simulator (AuthorizationError 1000) — App Review keeps rejecting
Sign in with Apple works correctly on a physical iPhone in my Capacitor-based app, but fails in the Simulator, and this appears to be causing repeated App Store review rejections. I'm trying to figure out how to get past review.... What happens On a physical iPhone, Sign in with Apple works as expected. In the Simulator, if the user signs into their Apple ID (Settings) and returns to the app, tapping "Sign up with Apple" fails immediately with: The operation couldn't be completed. (com.apple.AuthenticationServices.AuthorizationError error 1000.) (Screenshot attached.) The native Apple sheet never appears — the error returns right away. The actual problem Every time I submit to App Store review, the app gets rejected because Sign in with Apple fails for the reviewer — I believe they're testing in an environment (Simulator, or a device not signed into iCloud) where it returns error 1000. It works on real hardware, so I keep getting stuck in a review loop over something I can't reproduce on device. What I've already checked Sign In with Apple capability is present in Signing & Capabilities for both Debug and Release, and the entitlement is in the built product. The App ID has Sign In with Apple enabled in the Developer portal, and the Services ID / return URLs are configured for Clerk. Resolved an earlier iPad-specific issue where connectedScenes was empty (added a UIApplicationSceneManifest + AppDelegate.window fallback), so ASAuthorizationController now has a valid presentation anchor. Questions Is error 1000 (ASAuthorizationError.unknown) in the Simulator a known environment issue (e.g. no usable Apple ID for the authorization flow) rather than an app bug — given it works on physical devices? For anyone who has been rejected because Sign in with Apple failed in the reviewer's environment: what actually got you through review? Reviewer notes explaining it works on device? Replying in Resolution Center with a screen recording from a real device? Something else? Any guidance appreciated — I'd rather fix the root cause than keep resubmitting.
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preferredLanguages incorrectly read in iOS 26.1 simulators ?
I have to use the user preferred language (the first, here French). In didFinishLaunchingWithOptions, I select the first in the array of languages. print(#function, Locale.preferredLanguages) let prefLanguage = Locale.preferredLanguages.count > 0 ? Locale.preferredLanguages[0] : "en" So I expect to get Français. That works OK in iOS 16 (both on device and simulator) as well as on iPad iOS 26, but not on iOS 26.1 simulator. log for iOS 16 simulator or on devices: application(_:didFinishLaunchingWithOptions:) ["fr-FR", "en-FR", "es-FR", "it-FR", "de-FR", "el-FR"] log for iOS 26 (Xcode 26.3) application(_:didFinishLaunchingWithOptions:) ["en-FR", "fr-FR", "es-FR", "de-FR", "it-FR", "el-FR"] Order is changed. Is this a known bug or am I missing something ?
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Xcode 27: DeviceHub working with simctl DeviceSets
Hello, I am wondering if DeviceHub will include support at some point for Simulator Device Sets (usually created via simctl)? While I can still start Simulators from a DeviceSet via simctl still with Xcode 27, it doesn’t launch in the DeviceHub, I simply see the headless Simulator running (which I can see this in ActivityMonitor). So it looks like any Simulators not created with DeviceHub won’t run/render in DeviceHub? Usually with the Simulator.app I can run: $ open -a Simulator.app --args -DeviceSetPath /Volumes/Simulators/26.1.0/CustomDeviceSet and then the Simulator app opens with the Device Set list and I then can run simulators I pre-prepared from the Simulator.app. If I try the same command with DeivceHub: $ open -a DeviceHub.app --args -DeviceSetPath /Volumes/Simulators/26.1.0/CustomDeviceSet While It does start the DeviceHub app it doesn't do anything with the DeviceSetPath argument. I would expect to see the devices from the device set directory to show up in the DeviceHub UI list if it were honored. Thanks!
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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
SFSpeechRecognizer is unavailable or fails to initialize on iOS 26.4 and 26.5 Simulators
I am testing SFSpeechRecognizer using the en_US locale. When the iPhone Simulator’s system language is set to Japanese, SFSpeechRecognizer.isAvailable returns false for en_US, so speech recognition is unavailable. As far as I have tested, this issue does not occur on iOS Simulator 26.2 or earlier. Is this a Simulator-specific issue, or is it a behavior change that could also occur on physical devices? Has any additional setup become necessary to use speech recognition in Simulator? I then changed the iPhone Simulator’s system language to English. After doing so, SFSpeechRecognizer.isAvailable returned true for en_US. However, starting a recognition task still failed immediately with kLSRErrorDomain Code=300, “Failed to initialize recognizer.” The following error was returned: Error Domain=kLSRErrorDomain Code=300 "Failed to initialize recognizer" UserInfo={ NSLocalizedDescription=Failed to initialize recognizer, NSUnderlyingError={ Error Domain=kLSRErrorDomain Code=300 "Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json" UserInfo={ NSLocalizedDescription=Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json } } } I have not observed either of these issues on iOS Simulator 26.2 or earlier: With the Simulator language set to Japanese, the en_US recognizer does not become unavailable. When SFSpeechRecognizer.isAvailable is true, recognition does not fail with kLSRErrorDomain Code=300. Environment Xcode: 26.6 (17F113) iOS Simulator 26.5 (23F77), iPhone 17 (A3258J/A) iOS Simulator 26.4 (23E244), iPhone 17 (A3258J/A)
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2d
Error when access StoreView / ProductView on iOS 27.0 simulator
Hi, Feedback: FB23494579 Using StoreView / ProductView on iOS 27.0 simulator / device hub throws the following error: Error: Accessing State<ProductViewEventConfiguration>'s value without being installed on a View. This will create a new ProductViewEventConfiguration instance each time. Environment macOS 26.5.2 (25F84) Xcode 27.0 beta 2 (27A5209h) Simulator / Device Hub - iPhone 17 Pro (iOS 27.0) Screenshot
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436
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3d
iOS 26.2 Platform support failed download
I've recently updated to Xcode 26.3 and I can't download any iOS Simulator Runtime from 26.2 to 18.0, every download gives me: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-03-03 16:14:50 +0000"; } -- Download failed. Domain: DVTDownloadableErrorDomain Code: 41 -- System Information macOS Version 26.4 (Build 25E5218f) Xcode 26.3 (24587) (Build 17C529) Timestamp: 2026-03-03T17:14:50+01:00 I tried cleaning every cache, and logging in and out of my account. I saw some reddit posts where they suggested to check out VPNs, host files and other stuff but everything was okay, also I can reach apple cdns etc. I also tried using Xcode beta 26.4 and going back to 26.2 but still the same problem. Anyone has a solution?
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4d
iOS Simulator fails to boot (18.6 / 26.1 / 26.2) – launchd_sim could not bind to session
Hi, I’m facing a consistent simulator boot issue that appears to start after iOS 18.2 simulator runtimes and persists in 18.6, 26.1, and 26.2. Observed behavior iOS 18.2 simulator works fine iOS 18.6 simulator does NOT boot iOS 26.1 / 26.2 simulators do NOT boot Tried everything reinstall/clear cache and all and event formatted the system Unable to boot the Simulator NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding macOS: Sequoia Xcode: 26.1, 26.2 Machine: Apple Silicon Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call User Info: { DVTErrorCreationDateKey = "2025-12-26 02:19:27 +0000"; IDERunOperationFailingWorker = "_IDEInstalliP.honeSimulatorWorker", Session = "com apple CoreSimulator.SimDevice CCDECA56-4A59-491B-A830-0F3928FCD957"; } Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Event Metadata: com.apple. dt. DERunOperationWorkerFinished : { "device_identifier" = "CCDECAE6-4A59-491B-A830-0E3928FCD957"; "device_model" = "iPhone18, 1"; "device_osBuild" = "26.1 (23B86)"; "device_osBuild_monotonic" = 2301008600; "device_os_variant" = 1; "device_platform" = "com apple.platform.iohonesimulator"; "device_platform_family" = 2; "device_reality" = 2; "device_thinningType" = "iPhone18,1"; "device_transport" = 4; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 1183; "operation_errorCode" = 4; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com apple platform Please help on this as it got stuck. Thanks
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5d
Xcode 27 beta - Device Hub - Missing "Slow animations"
Where did the simulator "Slow animations" mode go? I can't find it in the Xcode 27 beta 2 "Device Hub". This feature is incredibly useful. I'm assuming it's a glitch that it's missing, or I'm just not looking in the right place.
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6d
dyld crash before main() on macOS Tahoe 26 due to shared cache mapping failure
I am developing a large iOS application with an extensive UI test suite (hundreds of UI test scenarios). After upgrading our CI runners to macOS Tahoe 26, we started observing an intermittent issue where an iOS Simulator may operate normally for many successful application launches before unexpectedly entering a persistent degraded state. Once this occurs, every subsequent application launch crashes inside dyld before reaching our application’s main(). The degraded state persists until the simulator device is reset This causes UI tests to hang and eventually timeout. Business impact CI/CD jobs frequently timeout (90+ minutes per failed run) Significant loss of CI capacity Difficult to maintain reliable quality gates At our scale, this has become a serious issue affecting release confidence and overall engineering productivity. Technical details Crash report MyProject-2026-07-13-125307.ips — a crash report from a CI Demo project dyld_crash_demo — a minimal reproducible project demonstrating the relevant dyld execution path. The project intentionally returns errors from system functions along the shared cache initialization path to demonstrate that dyld continues execution until DyldSharedCache::getUUID(), where it subsequently crashes. Simply open the project and run it in iOS Simulator 26.2. Environment Component Version macOS Tahoe 26.x Xcode 26.2, 26.5 iOS Simulator 26.2, 26.5, 26.6 Architecture Apple Silicon dyld 1378 dyld_sim 1335 What we have ruled out multiple Xcode versions multiple macOS 26.x releases multiple iOS Simulator runtimes multiple simulator devices UI tests with parallel execution disabled deleting the simulator dyld shared cache recreating simulator devices application-specific issues (the crash happens before main()) The issue is still reproducible. Investigation The earliest observable failure sequence is consistently: shared_region_check_np() → "Cannot allocate memory" (ENOMEM) Shared cache mmap(0x180000000, ...) → EACCES The shared cache region remains unmapped DyldSharedCache::getUUID() reads 0x180000058 EXC_BAD_ACCESS (Translation fault) The crash occurs before any application code executes. The first faulting instruction belongs to DyldSharedCache::getUUID(), while the shared-cache region is still unmapped. Published dyld source analysis Relevant execution path: loadDyldCache() ↓ mapSplitCachePrivate() ↓ preflightCacheFile() Based on the published sources of dyld-1378, this appears to be the execution path leading to the observed failure. After the loadDyldCache() function failed to load the cache, dyld continued execution anyway and moved on to calling the DyldSharedCache::getUUID() function, where it subsequently failed. Additional observations Once the simulator enters the degraded state: simctl spawn succeeds. simctl launch crashes inside dyld before reaching main(). During our experiments, both processes were created by the same launchd_sim instance Before dyld::_dyld_start, both processes expose the same virtual address layout, including an unmapped shared-cache region (0x180000000–0x300000000). Current workaround As a temporary mitigation, we launch the application with DYLD_SHARED_REGION=avoid In our environment, this completely avoids the launch failures. However, this mode appears to be undocumented and intended primarily for debugging. We are concerned that it may change or stop working in future macOS or Xcode releases, so we are reluctant to depend on it in our production CI infrastructure. Questions 1. dyld Is it expected for dyld to continue dereferencing the shared-cache header after both the shared-region initialization and the shared-cache mapping have already failed? Execution appears to continue into: loadInfo.loadAddress->getUUID(cacheUuid) which results in an access to an unmapped address. The attached demo project reproduces this behavior by simulating failures from the shared-cache initialization path. Is there an expected fallback behavior for this situation or is continuing into DyldSharedCache::getUUID() the intended behavior ? 2. Simulator state Why does a simulator that initially launches applications successfully eventually enter a state where every subsequent launch fails while the shared cache can no longer be mapper? The earliest related system log we have found is: vm_shared_region_start_address() returned 0x1 Is this a known CoreSimulator or macOS Tahoe issue? If so, is there a supported workaround or recommended long-term solution besides DYLD_SHARED_REGION=avoid? Any guidance would be greatly appreciated.
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1w
Only Simulators no Real Devices
I have tested my app on many iOS versions e.g. 26.5.0 27.0 beta and many more for all iPhone and iOS devices on simulator. I wanted to ask, it's difficult to have so many real devices. So what should we do for that?
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1w
SimCtl
Summary xcrun simctl install <valid.app> fails even though the app's Info.plist contains a correct, well-formed CFBundleIdentifier — verified independently with plutil -p. The app builds successfully via xcodebuild twice, under two different signing configurations. This is purely an install-time failure. ERROR · EVERY ATTEMPT An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Environment MACOS 26.5.2 · Build 25F84 XCODE 26.6 · Build 17F113 SIMULATOR RUNTIME iOS 26.5 (23F77) HARDWARE Apple M5 KERNEL Darwin 25.5.0 arm64 XCODE.APP / SIMULATOR PLATFORM both freshly installed Xcode.app and the iOS Simulator platform were both freshly installed immediately before this was discovered — this may be a first-run / first-boot issue specific to this Xcode 26.6 + iOS 26.5 combination. Project being built A SwiftUI iOS app target generated via XcodeGen from project.yml, depending on a local Swift Package with four library products. Nothing exotic — no third-party SDKs, no CocoaPods, no entitlements file. PROJECT.YML — RELEVANT TARGET BLOCK PROJECT.YML targets: QuestionsWeCarry: type: application platform: iOS deploymentTarget: "17.0" sources: - path: App/Sources - path: App/Resources type: folder buildPhase: resources info: path: App/Info.plist properties: CFBundleDisplayName: "Questions We Carry" UILaunchScreen: {} ITSAppUsesNonExemptEncryption: false UIApplicationSceneManifest: UIApplicationSupportsMultipleScenes: false settings: base: PRODUCT_BUNDLE_IDENTIFIER: com.brodywolfstudio.questionswecarry MARKETING_VERSION: "1.0.0" CURRENT_PROJECT_VERSION: "1" SWIFT_VERSION: "5.10" TARGETED_DEVICE_FAMILY: "1,2" CODE_SIGN_STYLE: Manual CODE_SIGN_IDENTITY: "-" CODE_SIGNING_REQUIRED: NO CODE_SIGNING_ALLOWED: YES dependencies: - package: QWCKit product: QWCCore - package: QWCKit product: QWCEngine - package: QWCKit product: QWCStore - package: QWCKit product: QWCUI BUILD COMMAND THAT SUCCEEDS SHELL xcodebuild -project QuestionsWeCarry.xcodeproj -scheme QuestionsWeCarry -configuration Debug -destination "platform=iOS Simulator,id=" -derivedDataPath DerivedData build Result: BUILD SUCCEEDED, produces DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app. INFO.PLIST INSIDE THE BUILT .APP (VIA PLUTIL -P) INFO.PLIST { "BuildMachineOSBuild" => "25F84" "CFBundleDevelopmentRegion" => "en" "CFBundleDisplayName" => "Questions We Carry" "CFBundleExecutable" => "QuestionsWeCarry" "CFBundleIdentifier" => "com.brodywolfstudio.questionswecarry" "CFBundleInfoDictionaryVersion" => "6.0" "CFBundleName" => "QuestionsWeCarry" "CFBundlePackageType" => "APPL" "CFBundleShortVersionString" => "1.0" "CFBundleSupportedPlatforms" => [ 0 => "iPhoneSimulator" ] "CFBundleVersion" => "1" "DTCompiler" => "com.apple.compilers.llvm.clang.1_0" "DTPlatformBuild" => "23F81a" "DTPlatformName" => "iphonesimulator" "DTPlatformVersion" => "26.5" "DTSDKBuild" => "23F81a" "DTSDKName" => "iphonesimulator26.5" "DTXcode" => "2660" "DTXcodeBuild" => "17F113" "ITSAppUsesNonExemptEncryption" => false "MinimumOSVersion" => "17.0" "UIApplicationSceneManifest" => { "UIApplicationSupportsMultipleScenes" => false } "UIDeviceFamily" => [ 0 => 1 1 => 2 ] "UILaunchScreen" => { } } CFBundleIdentifier is present, correctly formed, and matches PRODUCT_BUNDLE_IDENTIFIER. file confirms this is a valid Apple binary property list, not corrupted. CODESIGN -DV ON THE BUILT APP CODESIGN -DV Executable=/QuestionsWeCarry.app/QuestionsWeCarry Identifier=QuestionsWeCarry-******* Format=bundle with Mach-O thin (arm64) CodeDirectory v=20400 size=338 flags=0x2(adhoc) hashes=3+3 location=embedded Signature=adhoc Info.plist=not bound TeamIdentifier=not set Sealed Resources version=2 rules=13 files=4 Internal requirements count=0 size=12 Note Info.plist=not bound — unclear whether this is expected for an ad-hoc-signed bundle app (as opposed to a framework), or is itself a symptom of the underlying problem. Reproduction Minimal, reproducible with the plain command-line tool — no Claude tooling involved in this step: SHELL xcrun simctl install "iPhone 17 Pro" "/DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app" Result (100% reproducible, every attempt): STDERR An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Also reproduced with xcrun simctl launch, which fails as a consequence: Isolation steps taken All of the following were tried, and none changed the outcome — the exact same "Missing bundle ID" error occurs every time: 01 Two signing configurations — unsigned/linker-signed (Sealed Resources=none) vs. proper ad-hoc sign (Sealed Resources version=2 rules=13 files=4), plus a manual codesign --force --deep --sign - re-sign pass. Same failure every time. 02 Two simulator destinations — generic/platform=iOS Simulator and a concrete device id for iPhone 17 Pro. 03 Two never-before-used simulator devices — iPhone 17 Pro and iPhone Air — ruling out per-device CoreSimulator state corruption. 04 Erase + cold boot — simctl shutdown, erase, boot immediately before a fresh install attempt. 05 Real Simulator.app GUI running — not just a headless simctl boot — ruled out a CoreSimulatorService/GUI dependency. 06 Path with no spaces — copied the .app out of a path containing "Application Support" — ruled out a path-quoting issue. The build itself is never in question — xcodebuild reports BUILD SUCCEEDED every time; only the subsequent simctl install step fails. What I'd like feedback on Is this a known issue with this specific Xcode 26.6 / iOS 26.5 Simulator runtime combination — both very recently installed, so possibly a fresh-install/first-boot bug? Is there a required build setting for this Xcode version not yet reflected in commonly-documented XcodeGen/xcodebuild recipes — e.g. an entitlements file now required even for simulator-only, no-team builds, or a different expected code-signing identity/format? Is Info.plist=not bound in the codesign -dv output actually abnormal for an app bundle (as opposed to a framework), and could that be the root cause simctl is choking on?
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165
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1w
BUG: iOS 18 Simulator cannot "Save to Files"
On iOS 18.0+ simulators, tap any share link button from any app, select "Save to Files", the "Save" button is disabled. In all previous simulator versions this works. This behavior even happens with default Apple apps like Photos. Simulator: Version 16.0 (1037) XCode: Version 16.1 beta (16B5001e) macOS: 14.6.1 (23G93)
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2.6k
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1w
xcodebuild test (CLI) does not sync .storekit to storekitd on iOS 26.5 — SKTestSession unusable in CI
On iOS 26.5 simulator runtime, running UI tests via xcodebuild test from the command line does not push the scheme's StoreKitConfigurationFileReference to the destination simulator's storekitd AppGroup Octane container. As a consequence, SKTestSession(configurationFileNamed:) either silently falls through to the production App Store (surfacing a "Sign in to Apple Account" SpringBoard alert during paywall tests), or throws SKInternalErrorDomain Code=3 "Error saving configuration file" if you call any SKTestSession instance method. The same project, same scheme, same .storekit file works correctly when launched via Xcode IDE (Cmd+R / Cmd+U) — which uses DVTDevice.handleStoreKitConfigurationSyncForBundleID:configurationFilePath: via an internal IDELaunchSession XPC path that the public xcodebuild CLI does not invoke. This regression makes StoreKit Test unusable in CI for any project using xcodebuild test or xcodebuild test-without-building against an iOS 26.5 simulator. Environment macOS: 26.x Xcode: 26.4.1 (25E253) iOS Simulator runtime affected: 26.5 iOS Simulator runtime that does not exhibit the bug: 26.1 Test target: XCTest UI tests Test plan: *.xctestplan with "storeKitConfiguration": "MyApp.storekit" in defaultOptions Affected scheme actions: Test (CLI) Not affected: Run, Test (Xcode IDE) Steps to Reproduce Create a SwiftUI iOS app com.example.MyApp. Add a MyApp.storekit with one auto-renewable subscription. Add a UI test target. In the xctestplan: defaultOptions.storeKitConfiguration = "MyApp.storekit". In the UI test base case: private var storeKitSession: SKTestSession? override func setUpWithError() throws { storeKitSession = try SKTestSession(configurationFileNamed: "MyApp") app.launch() } Boot a fresh iOS 26.5 simulator. Run via CLI: xcodebuild test \ -project MyApp.xcodeproj \ -scheme MyApp \ -testPlan MyAppUITests \ -destination "platform=iOS Simulator,name=iPhone 17 Pro" In the test, trigger paywall and call Product.purchase(). Expected Product.purchase() presents the StoreKit Test sheet labeled "[Environment] Xcode". Same behavior as Xcode IDE Cmd+U. Actual Production App Store flow triggers. SpringBoard alert "Sign in to Apple Account" appears. Tests waiting on the "Xcode"-labeled sheet fail with Element does not exist. Evidence The simulator's ~/Library/Developer/CoreSimulator/Devices/<UDID>/data/Containers/Shared/AppGroup/<storekit-AGID>/Documents/Persistence/Octane/com.example.MyApp/Configuration.storekit: Present (≈100 KB) when launched via Xcode IDE. Missing when launched via xcodebuild test CLI on the same simulator UDID. Workarounds Attempted (all fail on iOS 26.5) No-op XCTestCase "warmup" that calls XCUIApplication.launch() + sleep — does not trigger the sync because XCUIApplication.launch() routes through XCTRunner, not IDELaunchSession. Multi-destination xcodebuild test with -parallelize-tests-among-destinations. Manually cp-ing the .storekit file into the AppGroup Octane container — storekitd only loads via the XPC channel. launchctl kickstart -k system/com.apple.storekitd — wipes in-memory state, does not pick up disk file. Only working workaround: open project in Xcode IDE, Cmd+R, wait ~20–30 sec, Cmd+., then Cmd+U. Not viable for CI. Related Open Feedback FB22237318 — SKTestSession instance methods (clearTransactions(), failTransactionsEnabled = true) throw SKInternalErrorDomain Code=3 "Error saving configuration file". Discussion thread: https://developer.apple.com/forums/thread/808030 The iOS 26.5 Release Notes (https://developer.apple.com/documentation/ios-ipados-release-notes/ios-ipados-26_5-release-notes) under StoreKit Test list this issue as resolved in 26.5: "Fixed: SKTestSession may fail to save its configuration file when invoked outside of an Xcode debug session." However, on the public iOS 26.5 simulator runtime the behavior is unchanged — SKTestSession still hits Code=3 on any mutation, and xcodebuild test from CLI still does not sync the .storekit configuration. The 26.5 fix either did not actually ship, or this report describes a distinct but related issue that the fix did not cover. Impact Any CI/CD pipeline running UI tests for apps with StoreKit subscriptions is broken when targeting an iOS 26.5 simulator. Workarounds are either: Pin CI simulator runtime to iOS 26.1. Manually run the project in Xcode IDE before each test run (impossible headless). Has anyone found a CLI-friendly workaround? Or is there an undocumented xcodebuild flag / simctl command that can trigger the same DVTDevice sync from outside the IDE?
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1w
Xcode 27 beta 3 Device Hub zoom gesture doesn't work
I am using Xcode 27 beta 3 Device Hub with iPadOS Simulator. The iPadOS app I'm developing supports a standard two finger pinch/unpinch gesture to zoom in and out. In Xcode 26 Simulator, I could hold down the option key to zoom in and out with a two finger multitouch gesture. How can I effect a two finger multitouch zoom gesture with Xcode 27 beta 3 Device Hub iPadOS Simulator? I tried holding down the option key, which did not work. I tried using a macOS two finger multitouch pinch/unpinch zoom gesture, but this did not work. I've spent about 30 minutes investigating this, searching through Device Hub Settings and macOS Settings and exploring different permutations of options and reading Xcode 27 beta release notes. The Option key worked great in Xcode 26 iPadOS Simulator. I'd appreciate any assistance that an Apple Engineer could provide. Thank you.
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2
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186
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1w
Feature Request: Allow External AI Coding Agents to Access Xcode via MCP, CLI, or an Automation API
The new MCP support for Coding Assistant in Xcode is a fantastic addition. It makes it much easier to work with AI directly inside Xcode, and it’s exciting to see Apple embracing AI-assisted development. However, many developers are now using external AI coding agents—such as Claude Code, Codex, and other terminal-based agents—as their primary development interface. In practice, much of the development workflow has shifted away from manually editing code in Xcode. Instead, developers collaborate with AI agents from the terminal (for example, using tmux), while the agents generate code, modify project settings, write tests, and perform many other development tasks. What these agents are missing is direct access to Xcode itself. It would be incredibly valuable if external AI coding agents could communicate with Xcode through an official MCP server, a CLI, or a dedicated automation API. For example, allowing them to: Build and run projects Control the iOS Simulator (or Device Hub) Launch and control Instruments Capture and analyze performance traces (Time Profiler, Leaks, Memory, SwiftUI, etc.) Inspect build errors, warnings, and diagnostics Access LLDB and debugging information Collect crash logs and symbolicated reports Perform other Xcode-specific operations that are currently only available through the IDE Imagine asking an AI agent to: “Profile my app with Instruments, find the performance bottleneck, explain the results, apply a fix, rebuild the app, and run the profiling session again to verify the improvement.” This would allow the AI to complete an entire development and optimization loop without requiring the developer to manually switch between the terminal and Xcode. The same idea could extend to many other workflows, including debugging, performance tuning, testing, accessibility verification, and simulator automation. Developers could continue using their preferred AI coding agent while still taking full advantage of Xcode’s unique capabilities. As AI-assisted development becomes more common, opening Xcode through an official MCP server, CLI, or automation API would unlock an entirely new class of development workflows. I believe this could become one of the most impactful improvements Apple could make for AI-assisted development. Today, AI agents are already capable of writing code. The next step is enabling them to fully collaborate with Xcode. Opening Xcode to external AI agents would allow developers to focus more on solving problems and less on operating tools.
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Apple Makes Notification Center Testing Nearly Impossible on macOS
I know that using a mouse to control an iPhone simulator on macOS allows me to swipe down from the top right corner to open the Control Center, but why can't I swipe down from the top left corner to open the Notification Center? Am I doing something wrong, or does iOS disable mouse access to the Notification Center on macOS? Also, it seems that you can't use a mouse or gestures to open the Notification Center or Control Center in iPhone Mirroring at all. I saw that Accessibility has a feature to open the Notification Center or Control Center with the keyboard, but it doesn't work in my tests on macOS. I have an application feature that needs to check the effect of the media playback cards in the Notification Center, but I can't check it at all. Every time I compile to a real device and test manually. Is there any way to reliably trigger the Notification Center and Control Center on macOS? Otherwise, testing on a real device every time is too cumbersome, and I can't automate the testing at all!
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Failing to permanently delete old simulator volumes
Hello all, Yesterday, I found out that there's 60GB's of old simulator volumes on my mac in /Library/Developer/CoreSimulator/Volumes/. When I try to delete those through Xcode Settings -> Components under Other Installed Platforms, it looks like they are deleted, but after restarting my Mac, they simply return. I tried the solution proposed here (which is to delete the dmg files in /Library/Developer/CoreSimulator/Images/), but in my case, there are no dmg files in there. So it looks like they were properly deleted, unlike those in /Library/Developer/CoreSimulator/Volumes/. I could obviously try to delete the dmg files in /Library/Developer/CoreSimulator/Volumes/, but that doesn't work according to a post on reddit that I'm not allowed to show here (It's called 'Deleted 240GB of Xcode simulators multiple times but they keep remounting - how do I permanently remove them?') And I wonder if it's a safe thing to do. Do you have any suggestions for how to remove the old volumes correctly and permanently?
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Is it supported to remotely access and automate iOS Simulators over a private network?
Hi everyone, I'm exploring an idea for building an internal iOS test infrastructure and would appreciate some guidance on whether this is supported by Apple and complies with the Apple Developer Program terms. The idea is to have one or more Mac mini systems running Xcode and iOS Simulators on a private local network. Instead of engineers or CI systems interacting with the simulators directly on the Mac, they would connect to them remotely over the network to execute automated tests for an iOS application. The Mac minis and simulators would: Remain on my own premises. Be accessible only within a private/internal network (not exposed to the public internet). Be used solely for developing and testing an iOS application. My questions are: Is it supported to remotely access and control iOS Simulators over a private network for automated testing? Are there any licensing or Apple Developer Program restrictions that would prevent this type of setup? Are there any technical limitations or recommended best practices from Apple for building such an environment? I'm not asking about remote desktop access to the Mac itself. Instead, I'm interested in whether it's acceptable to expose a service running on the Mac that can manage simulator lifecycle (create, boot, shutdown, erase, etc.) and execute automation on behalf of clients over the network. If anyone from Apple or anyone who has built a similar setup can share guidance or point me to the relevant documentation, I'd really appreciate it. Thank you!
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Feature Request: Keyboard Shortcuts for Notification Center and Control Center in iOS Simulator and iPhone Mirroring
Hello, I would like to suggest adding dedicated keyboard shortcuts or menu commands for opening Notification Center and Control Center in both iOS Simulator and iPhone Mirroring. At the moment, these interfaces generally need to be opened by dragging downward from a specific area at the top of the simulated or mirrored iPhone screen. While this works for normal manual interaction, it is less reliable when using a mouse, especially when the window is resized or when the pointer needs to begin very close to the screen edge. This also creates difficulties for automated UI testing and computer-use agents, such as Codex-based testing workflows. These systems interact with the screen through mouse and keyboard input, so accurately reproducing an edge swipe can be unreliable. A small difference in the starting position may open Spotlight, scroll the current application, move the window, or fail to trigger the system interface entirely. It would be helpful if Apple could provide commands such as: Open Notification Center Open Control Center Dismiss Notification Center or Control Center These commands could be exposed through: Keyboard shortcuts The Simulator “Device” or “Features” menu The iPhone Mirroring toolbar or menu bar Accessibility or UI automation interfaces For example, Simulator already provides menu commands and shortcuts for actions such as pressing the Home button, locking the device, rotating the screen, and triggering other hardware-related interactions. Notification Center and Control Center could be handled in a similar way. This would improve: Manual testing with a mouse and keyboard Automated testing of applications that interact with notifications, media controls, Bluetooth, Focus modes, screen recording, and other system features Accessibility for users who have difficulty performing precise drag gestures Reliability for computer-use and vision-based testing agents Ideally, the commands should behave like genuine system gestures rather than directly changing internal state, so developers can test the complete user-visible interaction. Thank you for considering this feature.
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Microphone features don't work in Simulator
I have a Xcode 26.6, and when I run the simulators for iPhone, Siri does not work, Dictation does not work. I know my Mac microphone works just fine. It just seems like the simulator is not getting my voice input.
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Sign in with Apple works on device but fails in Simulator (AuthorizationError 1000) — App Review keeps rejecting
Sign in with Apple works correctly on a physical iPhone in my Capacitor-based app, but fails in the Simulator, and this appears to be causing repeated App Store review rejections. I'm trying to figure out how to get past review.... What happens On a physical iPhone, Sign in with Apple works as expected. In the Simulator, if the user signs into their Apple ID (Settings) and returns to the app, tapping "Sign up with Apple" fails immediately with: The operation couldn't be completed. (com.apple.AuthenticationServices.AuthorizationError error 1000.) (Screenshot attached.) The native Apple sheet never appears — the error returns right away. The actual problem Every time I submit to App Store review, the app gets rejected because Sign in with Apple fails for the reviewer — I believe they're testing in an environment (Simulator, or a device not signed into iCloud) where it returns error 1000. It works on real hardware, so I keep getting stuck in a review loop over something I can't reproduce on device. What I've already checked Sign In with Apple capability is present in Signing & Capabilities for both Debug and Release, and the entitlement is in the built product. The App ID has Sign In with Apple enabled in the Developer portal, and the Services ID / return URLs are configured for Clerk. Resolved an earlier iPad-specific issue where connectedScenes was empty (added a UIApplicationSceneManifest + AppDelegate.window fallback), so ASAuthorizationController now has a valid presentation anchor. Questions Is error 1000 (ASAuthorizationError.unknown) in the Simulator a known environment issue (e.g. no usable Apple ID for the authorization flow) rather than an app bug — given it works on physical devices? For anyone who has been rejected because Sign in with Apple failed in the reviewer's environment: what actually got you through review? Reviewer notes explaining it works on device? Replying in Resolution Center with a screen recording from a real device? Something else? Any guidance appreciated — I'd rather fix the root cause than keep resubmitting.
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preferredLanguages incorrectly read in iOS 26.1 simulators ?
I have to use the user preferred language (the first, here French). In didFinishLaunchingWithOptions, I select the first in the array of languages. print(#function, Locale.preferredLanguages) let prefLanguage = Locale.preferredLanguages.count > 0 ? Locale.preferredLanguages[0] : "en" So I expect to get Français. That works OK in iOS 16 (both on device and simulator) as well as on iPad iOS 26, but not on iOS 26.1 simulator. log for iOS 16 simulator or on devices: application(_:didFinishLaunchingWithOptions:) ["fr-FR", "en-FR", "es-FR", "it-FR", "de-FR", "el-FR"] log for iOS 26 (Xcode 26.3) application(_:didFinishLaunchingWithOptions:) ["en-FR", "fr-FR", "es-FR", "de-FR", "it-FR", "el-FR"] Order is changed. Is this a known bug or am I missing something ?
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Xcode 27: DeviceHub working with simctl DeviceSets
Hello, I am wondering if DeviceHub will include support at some point for Simulator Device Sets (usually created via simctl)? While I can still start Simulators from a DeviceSet via simctl still with Xcode 27, it doesn’t launch in the DeviceHub, I simply see the headless Simulator running (which I can see this in ActivityMonitor). So it looks like any Simulators not created with DeviceHub won’t run/render in DeviceHub? Usually with the Simulator.app I can run: $ open -a Simulator.app --args -DeviceSetPath /Volumes/Simulators/26.1.0/CustomDeviceSet and then the Simulator app opens with the Device Set list and I then can run simulators I pre-prepared from the Simulator.app. If I try the same command with DeivceHub: $ open -a DeviceHub.app --args -DeviceSetPath /Volumes/Simulators/26.1.0/CustomDeviceSet While It does start the DeviceHub app it doesn't do anything with the DeviceSetPath argument. I would expect to see the devices from the device set directory to show up in the DeviceHub UI list if it were honored. Thanks!
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