Previously I was able to change the sound output for the simulator from "I/O > Audio Output" and then select a different output device. After updating to the iOS 17, although it's showing that I've selected a different device for sound output, sound is always coming from the device that was selected as default in the system (from global system settings Sound option).
Simulator
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Simulator device returned an error for the requested operation.
Appex bundle at /Users/macosventura/Library/Developer/CoreSimulator/Devices/92380DFA-6A40-46D9-BB59-AC5454F68E34/data/Library/Caches/com.apple.mobile.installd.staging/temp.Ku4bKV/extracted/TestFlight.app/PlugIns/TestFlightServiceExtension.appex with id com.apple.TestFlight.ServiceExtension specifies a value (com.apple.appstored-services.testflight) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point.
I'm building a custom keyboard using a keyboard extension.
I have a task that calls the API(from openAI) from the keyboard, which works very well on the simulator.
However, when I test it by connecting it to a real device or downloading it from the app store, the API doesn't work at all.
In info.plist, I set "App Transport Security Settings" > "Allow Arbitrary Loads" > "Yes", but it doesn't work on the device at all.
There's nothing wrong with my network.
I'm building a custom keyboard using a keyboard extension.
I have a task that calls the API from the keyboard, which works very well on the simulator.
However, when I test it by connecting it to a real device or downloading it from the app store, the API doesn't work at all.
In the info.plist, I set "App Transport Security Settings" > "Allow Arbitrary Loads" > "Yes", but it doesn't work on the device at all.
There's nothing wrong with my network.
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
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.
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?
Is there a way? I turned it on in the visionOS simulator, but could not find a way to turn it off.
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
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
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.
What is 'Send Pointer to Device' in VisionOS Simulator?
I/O > Input > Send Pointer to Device
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 ?
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 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
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 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.
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.
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
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?