Simulator

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

Posts under Simulator tag

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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.
0
0
11k
May ’24
Xcode 27.1.0 Beta - Device Hub does not accept unsigned .app bundle drops
In previous versions of Simulator.app, you could drag an unsigned iOS .app bundle onto the Simulator screen to install it. This was useful functionality to allow for more easy distribution of simulator-only builds within a team without needing to worry about signing and distribution. This functionality appears to have been completely removed in Device Hub which is a shame.
1
0
54
6m
Device Hub multi-touch gestures
On Xcode 26 and earlier versions, two-finger touches were possible on Simulator by holding down the option key. On Xcode 27 with Device Hub, this is no longer possible. While the trackpad can be used for pinch and rotate gestures, two-finger taps and two-finger pans are not possible. This is a major regression that renders our app basically unusable in Device Hub. We rely on two-finger tap and pan gestures to navigate our 3D models. Not being able to do this in Device Hub and in Xcode previews would be a huge loss. Is this actually no longer supported or am I missing something?
5
8
667
2h
Xcode 27.1 Device Hub crashes immediately when launched, even with no project open
[Submitted as FB24979057] Device Hub is consistently crashing for me in Xcode 27.1. I initially encountered it while working in Xcode, but I can reproduce it completely independently of any project: Quit Xcode. Launch Device Hub directly. Wait a couple of seconds. Device Hub crashes. The latest crash occurred about two seconds after Device Hub launched, so this doesn’t appear to be related to a particular Xcode project. :chatgpt-content-reference{index="0"} Environment Xcode 27.0 (27A266a) DeviceHub 27.0 (255.2.6.6) macOS 27.0.1 (26A434) Apple silicon The crash is on the main thread during AppKit/SwiftUI layout and constraint updating: :chatgpt-content-reference{index="1"} :chatgpt-content-reference{index="2"} Exception Type: EXC_CRASH (SIGABRT) Termination Reason: Namespace SIGNAL, Code 6, Abort trap: 6 AppKit -[NSWindow(NSDisplayCycle) _postWindowNeedsUpdateConstraints] -[NSView setNeedsUpdateConstraints:] SwiftUI NSHostingView.setNeedsUpdate() NSHostingView.beginTransaction() AppKitPlatformViewHost.invalidateLayout() NSHostingView.SizeConstraints.update(from:) DeviceHub main Has anyone else seen this in Xcode 27.1 or found a workaround?
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54
16h
Device Hub unexpectedly quit
I have raised Feedback FB23036084 Just using it on an extremely small app that display six SwiftUI charts. I was just scrolling on a ScrollView of the charts. Th feedback has a link to the app on GitHub, the content of the generate report details and also the output of running xcrun simctl diagnose
1
1
185
17h
Device Hub window shows different colors than the device, but screenshots are correct
The live Device Hub window shows my app's colors differently from a physical iPhone. The pixel values themselves are correct: a screenshot taken in Device Hub has the same colors as the device. Only the live window looks different — [e.g. more washed out / more saturated]. It happens in every project I've tried, including ones that use only plain sRGB colors and sRGB image assets, so it doesn't look app-specific. Setup Xcode 27.0 (27A266a) MacBook Pro, Apple M4 Max Built-in Liquid Retina XDR display (default "Color LCD" profile) and an external BenQ PD2705UA Simulated devices: iPhone 13 mini (iOS 26.1) and iPhone 14 (iOS 26.5) What I've ruled out Same result on both the built-in display and the external monitor True Tone and Night Shift are off on the Mac The simulated device is in light mode, with Increase Contrast, Invert Colors and Grayscale off The Device Hub screenshot matches the physical iPhone, so the rendered pixels are correct Questions Is the Device Hub window color-managed for the Mac's display, or is this expected behavior? Is there a setting to make the live window show accurate colors?
0
0
12
1d
Possible iOS 27 Simulator bug with NowPlaying: metadata only appears after second lock cycle, playback buttons missing
Hi, I’m testing the new NowPlaying framework on iOS 27 using Xcode 27 and an iPhone 17 Simulator, and I’m seeing some behavior that I’m trying to determine is a Simulator issue or something incorrect in my implementation. I have a local AVPlayer playing an MP3 and a MediaSession conforming to MediaSessionRepresentable. The session publishes MusicContent with static artwork, AnimatedArtwork using the .tall aspect ratio, a MediaPlaybackSnapshot, and commands for play, pause, previous, next, and seek. The strange behavior is: I start playback and call requestToBecomeApplicationPrimary(). It succeeds and isApplicationPrimary becomes true, but isSystemPrimary remains false. I lock the Simulator for the first time. There is no Now Playing UI or metadata. I unlock it and return to the app. After recreating/re-registering the MediaSession and calling requestToBecomeApplicationPrimary() again, isSystemPrimary sometimes becomes true. When I lock the Simulator a second time, the Now Playing UI finally appears and the animated 3:4 artwork works correctly. However, the Lock Screen card still does not show the expected play/pause/previous/next buttons. It only shows the title, artist, progress bar, and volume control, despite those commands being included in commands. When the second session succeeds, the framework also starts requesting the artwork as expected: applicationPrimary: true systemPrimary: true Animated preview requested: (1206, 1608) ratio: tall Static artwork requested Animated video requested: (1206, 1608) ratio: tall Calling requestToBecomeSystemPrimary() directly has also consistently returned: internalFailure Playback itself continues correctly throughout all of this. So I’m trying to understand whether anyone else is seeing similar behavior with the iOS 27 Simulator: MediaSession becoming application-primary but not system-primary on the initial playback Now Playing metadata only appearing after a lock/unlock/re-registration cycle media commands being supplied but playback buttons missing from the Lock Screen requestToBecomeSystemPrimary() returning internalFailure I have not yet tested the same build on a physical iOS 27 device, so I’m particularly interested in whether this is currently a known Simulator limitation/bug or whether there is another step required when publishing a local playback MediaSession. Thanks!
0
0
275
3d
Where is the I/O > External Displays feature?
Hello. I have just updated to Xcode 27 to support this version, however... my app is a navigation app with CarPlay support... The I/O > External Displays option through the Simulator helps a lot when testing it, but I’ve noticed it is now gone Why? Who thought this was a good idea? Some of us support apps that are beyond a simple ToDo app So now I have to go back to the previous version of Xcode, or what?
1
0
65
4d
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?
9
0
817
5d
Tapping the top area of iPhone Duo does not respond in Device Hub
I’m simulating an iPhone Duo using Xcode 27.1 beta, and I’m having trouble tapping buttons placed near the top of the screen. It seems that the top ~20 pixels of the screen are not responding to taps. In my ViewController, preferredScreenEdgesDeferringSystemGestures returns .all, so system gestures should require two swipes to be triggered. However, a simple tap in this area does not seem to be recognized. This appears to happen only on iPhone Duo; taps work normally on other iPhone models. Does anyone know whether this behavior is expected to occur on the actual iPhone Duo hardware as well, or is it specific to the simulator? For reference, the buttons are positioned according to LayoutMarginsGuide with Safe Area. FB24914903 I wonder if anyone knows how to get the top margin size programmatically.
0
0
90
5d
Apple TV Siri Remote missing in Device Hub? (Xcode 27 Beta)
For the life of me, I cannot find how to bring up the Siri Remote in the Apple TV Simulator in Xcode 27 Device Hub (Beta). Is it no longer available? I have always seem to have had issues using the computer's keyboard for navigating my tvOS apps. Maybe it's me, but the Siri Remote always worked perfectly fine. I hope the remote will make a reappearance in the next beta... ?
2
2
459
5d
Xcode 27: CLLocationManager kCLErrorDomain Code=5
Dear Apple Developer Community, Our app monitors a user-defined region by using startMonitoring on an instance of CLLocationManager. While it works as intended on a real device, starting with Xcode 27, this method invocation always results in >locationManager ... monitoringDidFailFor< being called. The error code is always kCLErrorDomain Code=5 but this only occurs within iOS 27 simulators. It works perfectly in iOS 26 simulators. Additionally, CLLocationManager.isMonitoringAvailable(for: CLCircularRegion.self) always returns false on these iOS 27 simulators. This issue blocks parts of our automated system tests. Is it a bug or on purpose? Thank you in advance.
0
0
109
1w
Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected": <key>__AssetDefaultGarbageCollectionBehavior</key> <string>NeverCollected</string> The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'." Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected. Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library). Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request? I am trying to avoid booting into Recovery Mode just to delete a cache file. Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
27
16
8.7k
1w
iOS 27 Simulator: “Describe a Shortcut” stuck on “Preparing support”
I'm trying to test the new “Describe a Shortcut” feature in iOS 27 using an iPhone 17 Simulator. When I open Shortcuts and tap “Describe a Shortcut”, it stays on: “Preparing support for describe a shortcut” and the text field remains disabled. I cannot enter anything or create the shortcut. My setup: Mac: MacBook Pro macOS: 27 Xcode: 26.5 (17F42) Simulator: iPhone 17 iOS: 27 I also have a physical iPhone 14 Pro, but I understand that it doesn't support Apple Intelligence, so I'm trying to test this using the iPhone 17 Simulator. Do I need to enable/download anything for Apple Intelligence on the Mac or Simulator? Or is “Describe a Shortcut” currently unsupported/not working in the iOS 27 Simulator? Any guidance on the correct setup would be appreciated.
0
0
169
1w
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.
Replies
0
Boosts
0
Views
11k
Activity
May ’24
Xcode 27.1.0 Beta - Device Hub does not accept unsigned .app bundle drops
In previous versions of Simulator.app, you could drag an unsigned iOS .app bundle onto the Simulator screen to install it. This was useful functionality to allow for more easy distribution of simulator-only builds within a team without needing to worry about signing and distribution. This functionality appears to have been completely removed in Device Hub which is a shame.
Replies
1
Boosts
0
Views
54
Activity
6m
Device Hub multi-touch gestures
On Xcode 26 and earlier versions, two-finger touches were possible on Simulator by holding down the option key. On Xcode 27 with Device Hub, this is no longer possible. While the trackpad can be used for pinch and rotate gestures, two-finger taps and two-finger pans are not possible. This is a major regression that renders our app basically unusable in Device Hub. We rely on two-finger tap and pan gestures to navigate our 3D models. Not being able to do this in Device Hub and in Xcode previews would be a huge loss. Is this actually no longer supported or am I missing something?
Replies
5
Boosts
8
Views
667
Activity
2h
TextField cannot receive keyboard input via Device Hub (Xcode 27.0 beta 6, tvOS 27.0)
Environment: Xcode 27.0 beta 6, Device Hub, tvOS 27.0 When focusing a TextField and using Device Hub to run on tvOS 27.0, I cannot type any text into the field. Focus moves to the TextField as expected, but keyboard input is not received. Has anyone else run into this? Any workaround would be appreciated.
Replies
2
Boosts
1
Views
684
Activity
8h
Xcode 27.1 Device Hub crashes immediately when launched, even with no project open
[Submitted as FB24979057] Device Hub is consistently crashing for me in Xcode 27.1. I initially encountered it while working in Xcode, but I can reproduce it completely independently of any project: Quit Xcode. Launch Device Hub directly. Wait a couple of seconds. Device Hub crashes. The latest crash occurred about two seconds after Device Hub launched, so this doesn’t appear to be related to a particular Xcode project. :chatgpt-content-reference{index="0"} Environment Xcode 27.0 (27A266a) DeviceHub 27.0 (255.2.6.6) macOS 27.0.1 (26A434) Apple silicon The crash is on the main thread during AppKit/SwiftUI layout and constraint updating: :chatgpt-content-reference{index="1"} :chatgpt-content-reference{index="2"} Exception Type: EXC_CRASH (SIGABRT) Termination Reason: Namespace SIGNAL, Code 6, Abort trap: 6 AppKit -[NSWindow(NSDisplayCycle) _postWindowNeedsUpdateConstraints] -[NSView setNeedsUpdateConstraints:] SwiftUI NSHostingView.setNeedsUpdate() NSHostingView.beginTransaction() AppKitPlatformViewHost.invalidateLayout() NSHostingView.SizeConstraints.update(from:) DeviceHub main Has anyone else seen this in Xcode 27.1 or found a workaround?
Replies
1
Boosts
0
Views
54
Activity
16h
Device Hub unexpectedly quit
I have raised Feedback FB23036084 Just using it on an extremely small app that display six SwiftUI charts. I was just scrolling on a ScrollView of the charts. Th feedback has a link to the app on GitHub, the content of the generate report details and also the output of running xcrun simctl diagnose
Replies
1
Boosts
1
Views
185
Activity
17h
Device Hub window shows different colors than the device, but screenshots are correct
The live Device Hub window shows my app's colors differently from a physical iPhone. The pixel values themselves are correct: a screenshot taken in Device Hub has the same colors as the device. Only the live window looks different — [e.g. more washed out / more saturated]. It happens in every project I've tried, including ones that use only plain sRGB colors and sRGB image assets, so it doesn't look app-specific. Setup Xcode 27.0 (27A266a) MacBook Pro, Apple M4 Max Built-in Liquid Retina XDR display (default "Color LCD" profile) and an external BenQ PD2705UA Simulated devices: iPhone 13 mini (iOS 26.1) and iPhone 14 (iOS 26.5) What I've ruled out Same result on both the built-in display and the external monitor True Tone and Night Shift are off on the Mac The simulated device is in light mode, with Increase Contrast, Invert Colors and Grayscale off The Device Hub screenshot matches the physical iPhone, so the rendered pixels are correct Questions Is the Device Hub window color-managed for the Mac's display, or is this expected behavior? Is there a setting to make the live window show accurate colors?
Replies
0
Boosts
0
Views
12
Activity
1d
How to copy a file to a simulator in Device Hub?
I feel I'm missing something really obvious, but how are files copied to simulators in Device Hub now? From my MacOS Finder, there's no share with simulator option and drag and drop is ignored. What am I missing?
Replies
4
Boosts
0
Views
667
Activity
1d
Device Hub Screenshots are Sometimes Completely Black
A Mac reboot fixed it for a few images, but then it went black again.
Replies
0
Boosts
0
Views
72
Activity
2d
Possible iOS 27 Simulator bug with NowPlaying: metadata only appears after second lock cycle, playback buttons missing
Hi, I’m testing the new NowPlaying framework on iOS 27 using Xcode 27 and an iPhone 17 Simulator, and I’m seeing some behavior that I’m trying to determine is a Simulator issue or something incorrect in my implementation. I have a local AVPlayer playing an MP3 and a MediaSession conforming to MediaSessionRepresentable. The session publishes MusicContent with static artwork, AnimatedArtwork using the .tall aspect ratio, a MediaPlaybackSnapshot, and commands for play, pause, previous, next, and seek. The strange behavior is: I start playback and call requestToBecomeApplicationPrimary(). It succeeds and isApplicationPrimary becomes true, but isSystemPrimary remains false. I lock the Simulator for the first time. There is no Now Playing UI or metadata. I unlock it and return to the app. After recreating/re-registering the MediaSession and calling requestToBecomeApplicationPrimary() again, isSystemPrimary sometimes becomes true. When I lock the Simulator a second time, the Now Playing UI finally appears and the animated 3:4 artwork works correctly. However, the Lock Screen card still does not show the expected play/pause/previous/next buttons. It only shows the title, artist, progress bar, and volume control, despite those commands being included in commands. When the second session succeeds, the framework also starts requesting the artwork as expected: applicationPrimary: true systemPrimary: true Animated preview requested: (1206, 1608) ratio: tall Static artwork requested Animated video requested: (1206, 1608) ratio: tall Calling requestToBecomeSystemPrimary() directly has also consistently returned: internalFailure Playback itself continues correctly throughout all of this. So I’m trying to understand whether anyone else is seeing similar behavior with the iOS 27 Simulator: MediaSession becoming application-primary but not system-primary on the initial playback Now Playing metadata only appearing after a lock/unlock/re-registration cycle media commands being supplied but playback buttons missing from the Lock Screen requestToBecomeSystemPrimary() returning internalFailure I have not yet tested the same build on a physical iOS 27 device, so I’m particularly interested in whether this is currently a known Simulator limitation/bug or whether there is another step required when publishing a local playback MediaSession. Thanks!
Replies
0
Boosts
0
Views
275
Activity
3d
Slow launch of app on iOS Simulator 26.4
Each time I launch a Debug version of the app on iOS Simulator, I see the Launch Screen presented and then about a 30-second delay before the app is responsive and debug output appears in the console panel. Filed FB22345091
Replies
13
Boosts
7
Views
2.2k
Activity
4d
Where is the I/O > External Displays feature?
Hello. I have just updated to Xcode 27 to support this version, however... my app is a navigation app with CarPlay support... The I/O > External Displays option through the Simulator helps a lot when testing it, but I’ve noticed it is now gone Why? Who thought this was a good idea? Some of us support apps that are beyond a simple ToDo app So now I have to go back to the previous version of Xcode, or what?
Replies
1
Boosts
0
Views
65
Activity
4d
iOS 17 simulator is unresponsive in Device Hub
The iOS 17 simulator does not respond at all when I try to interact with it. The simulator is not frozen as I can still control appearance and launch apps via the right sidebar. Things like the home button and clicking on the screen simply don’t work. I am using Xcode 27 beta 6. Feedback ID: FB24674634
Replies
8
Boosts
10
Views
1.1k
Activity
4d
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?
Replies
9
Boosts
0
Views
817
Activity
5d
Tapping the top area of iPhone Duo does not respond in Device Hub
I’m simulating an iPhone Duo using Xcode 27.1 beta, and I’m having trouble tapping buttons placed near the top of the screen. It seems that the top ~20 pixels of the screen are not responding to taps. In my ViewController, preferredScreenEdgesDeferringSystemGestures returns .all, so system gestures should require two swipes to be triggered. However, a simple tap in this area does not seem to be recognized. This appears to happen only on iPhone Duo; taps work normally on other iPhone models. Does anyone know whether this behavior is expected to occur on the actual iPhone Duo hardware as well, or is it specific to the simulator? For reference, the buttons are positioned according to LayoutMarginsGuide with Safe Area. FB24914903 I wonder if anyone knows how to get the top margin size programmatically.
Replies
0
Boosts
0
Views
90
Activity
5d
Apple TV Siri Remote missing in Device Hub? (Xcode 27 Beta)
For the life of me, I cannot find how to bring up the Siri Remote in the Apple TV Simulator in Xcode 27 Device Hub (Beta). Is it no longer available? I have always seem to have had issues using the computer's keyboard for navigating my tvOS apps. Maybe it's me, but the Siri Remote always worked perfectly fine. I hope the remote will make a reappearance in the next beta... ?
Replies
2
Boosts
2
Views
459
Activity
5d
Xcode 27: CLLocationManager kCLErrorDomain Code=5
Dear Apple Developer Community, Our app monitors a user-defined region by using startMonitoring on an instance of CLLocationManager. While it works as intended on a real device, starting with Xcode 27, this method invocation always results in >locationManager ... monitoringDidFailFor< being called. The error code is always kCLErrorDomain Code=5 but this only occurs within iOS 27 simulators. It works perfectly in iOS 26 simulators. Additionally, CLLocationManager.isMonitoringAvailable(for: CLCircularRegion.self) always returns false on these iOS 27 simulators. This issue blocks parts of our automated system tests. Is it a bug or on purpose? Thank you in advance.
Replies
0
Boosts
0
Views
109
Activity
1w
Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected": <key>__AssetDefaultGarbageCollectionBehavior</key> <string>NeverCollected</string> The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'." Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected. Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library). Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request? I am trying to avoid booting into Recovery Mode just to delete a cache file. Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
Replies
27
Boosts
16
Views
8.7k
Activity
1w
iOS 27 Simulator: “Describe a Shortcut” stuck on “Preparing support”
I'm trying to test the new “Describe a Shortcut” feature in iOS 27 using an iPhone 17 Simulator. When I open Shortcuts and tap “Describe a Shortcut”, it stays on: “Preparing support for describe a shortcut” and the text field remains disabled. I cannot enter anything or create the shortcut. My setup: Mac: MacBook Pro macOS: 27 Xcode: 26.5 (17F42) Simulator: iPhone 17 iOS: 27 I also have a physical iPhone 14 Pro, but I understand that it doesn't support Apple Intelligence, so I'm trying to test this using the iPhone 17 Simulator. Do I need to enable/download anything for Apple Intelligence on the Mac or Simulator? Or is “Describe a Shortcut” currently unsupported/not working in the iOS 27 Simulator? Any guidance on the correct setup would be appreciated.
Replies
0
Boosts
0
Views
169
Activity
1w
iOS 16.4 - Saving password on simulator - how to disable ? XCUITest
Hello. Is there a possibility to disable saving password to account functionality in iOS Simulator ? (It breaks an automation tests) Thanks
Replies
2
Boosts
1
Views
1.2k
Activity
1w
Device Hub copy/paste is broken?
Not able to copy anything from device hub
Replies
1
Boosts
0
Views
102
Activity
1w