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I have an issue with my Mac MINI as it have stopped compiling my projects recently. I have no idea why it happened recently, but everything was OK until I have tried to modify a xib/storyboard file in a project.

It is unable to compile storyboard nor asset catalogs because it can't seem to find any simulators to compile it in. There are several errors that it can produce:

No available simulator runtimes for platform iphonesimulator. SimServiceContext supportedRuntimes=[]
Failed to launch AssetCatalogSimulatorAgent via CoreSimulator spawn
iOS 18.2 Platform not installed

When I go into Settings > Components, I can see iOS 18.2 is installed. If I remove it, I can click get (after restarting the window), however when clicked it shows: Initializing (registering download) for some time, then immediately jumps to 8.71GB installed Repeating this will eventually really download the package (ie. shows progress and uses network), but it still doesn't install correctly (apparently).

I have also tried downloading an iOS_18.2_Simulator_Runtime.dmg from Apple developer downloads page, but that does not seem to do anything either - When opened, it is being verified, once verified, the window just disappears and Mac says Disk not ejected properly - Eject "iOS 18.2 Simulator Bundle" before disconnecting or turning it off.

I have tried restarting Xcode, restarting Mac, reinstalling Xcode, killing the simulator processes (sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService), renaming the ~/Library/Developer directory, creating a brand new user on Mac, nothing seem to help. I have also tried downloading some beta versions of Xcode 16.2, I believe I had beta 2 installed, but that did not help either.

Steps to reproduce:

  1. created a new user on the Mac MINI,
  2. In that user: downloaded up-to-date Xcode from the AppStore (App Store requires login, so that one is the same as on the other account),
  3. created a brand new project (App),
  4. added an image to the existing Assets catalog in the project,
  5. changed the target device to simulator (to keep the process fast as device requires to copy debugging symbols; xcode can't deploy the build binary as the simulator is missing) and set up Signing (signing also requires login, so that one is the same as on the other account)
  6. clicked build.
  • Without point 4) the build works (ie. the binary is built). It also works if I just remove the image from the asset catalog.

I have mac mini: macOS 15.3.1, M1 2020, xcode 16.2; iPhone (Xr) 18.3 and iPad (6th gen) 17.7.2.

I have seen Failed to launch IBCocoaTouchImageCatalogTool via CoreSimulator spawn, Failed to launch AssetCatalogSimulatorAgent via CoreSimulator spawn (Xcode) and similar questions, tried the answers, but those did not help either.

I have an issue with my Mac MINI as it have stopped compiling my projects recently. I have no idea why it happened recently, but everything was OK until I have tried to modify a xib/storyboard file in a project.

It is unable to compile storyboard nor asset catalogs because it can't seem to find any simulators to compile it in. There are several errors that it can produce:

No available simulator runtimes for platform iphonesimulator. SimServiceContext supportedRuntimes=[]
Failed to launch AssetCatalogSimulatorAgent via CoreSimulator spawn
iOS 18.2 Platform not installed

When I go into Settings > Components, I can see iOS 18.2 is installed. If I remove it, I can click get (after restarting the window), however when clicked it shows: Initializing (registering download) for some time, then immediately jumps to 8.71GB installed Repeating this will eventually really download the package (ie. shows progress and uses network), but it still doesn't install correctly (apparently).

I have also tried downloading an iOS_18.2_Simulator_Runtime.dmg from Apple developer downloads page, but that does not seem to do anything either - When opened, it is being verified, once verified, the window just disappears and Mac says Disk not ejected properly - Eject "iOS 18.2 Simulator Bundle" before disconnecting or turning it off.

I have tried restarting Xcode, restarting Mac, reinstalling Xcode, killing the simulator processes (sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService), renaming the ~/Library/Developer directory, creating a brand new user on Mac, nothing seem to help. I have also tried downloading some beta versions of Xcode 16.2, I believe I had beta 2 installed, but that did not help either.

Steps to reproduce:

  1. created a new user on the Mac MINI,
  2. In that user: downloaded up-to-date Xcode from the AppStore (App Store requires login, so that one is the same as on the other account),
  3. created a brand new project (App),
  4. added an image to the existing Assets catalog in the project,
  5. changed the target device to simulator (to keep the process fast as device requires to copy debugging symbols; xcode can't deploy the build binary as the simulator is missing) and set up Signing (signing also requires login, so that one is the same as on the other account)
  6. clicked build.
  • Without point 4) the build works (ie. the binary is built). It also works if I just remove the image from the asset catalog.

I have mac mini: macOS 15.3.1, M1 2020, xcode 16.2; iPhone (Xr) 18.3 and iPad (6th gen) 17.7.2.

I have seen Failed to launch IBCocoaTouchImageCatalogTool via CoreSimulator spawn, Failed to launch AssetCatalogSimulatorAgent via CoreSimulator spawn (Xcode) and similar questions, tried the answers, but those did not help either.

Share Improve this question asked Feb 13 at 13:51 LetynSOFTLetynSOFT 2632 silver badges10 bronze badges 6
  • Okay, this sounds very troublesome, but I'm very confused: you say a lot of stuff, but then suddenly it seems like it all comes down to whether or not you add an image to the asset catalog — if you don't do that, the project builds and runs. Is that true? In any case, I strongly suggest you contact Apple about this; it isn't directly a problem for Stack Overflow. This business where Xcode suddenly stops working reminds me of what happened a couple of years ago when Apple released a "bad" security update that broke Xcode. – matt Commented Feb 13 at 14:11
  • I asked about this 2 days ago on feedback assistant, no reply there yet... The project runs without the image, this is mostly the easiest way to replicate this issue for me (and I need images in my projects) and the difference is that when there is no assets, it doesn't require using the simulator for building it... – LetynSOFT Commented Feb 13 at 15:00
  • You can include images in your project without using an asset catalog, so it sounds like, if you really had to, you could proceed for now. — I think there may be some confusion about how the asset catalog is handled by Xcode during build. It is compiled by actool, which is built into Xcode. – matt Commented Feb 13 at 15:29
  • By the way, you can get (and provide) much more detailed info about what goes wrong, and at exactly what point, while building your project, by studying the Build Report that is generated (visible in the Report Navigator). – matt Commented Feb 13 at 15:38
  • Also please see forums.developer.apple/forums/thread/709972. Try all solutions there. Download Xcode from Developer site, not from App Store, and be sure to install command-line tools as well. – matt Commented Feb 13 at 15:42
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1 Answer 1

Reset to default 1

It's not really a fix for the issues above, but after trying many things, I've resorted to reinstalling the mac os.

The system actually needed to be 'Transfer or Reset'ed (in Mac Menu > Settings > General), normal reinstall did not help.

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