Run on a Physical Device (CLI)

SkillAI & models

Build, install, and launch an iOS app on a physical iPhone or iPad entirely from the command line (no Xcode GUI), using xcodebuild + devicectl. Use when the user wants to run, test, or screenshot their app on a real device without opening Xcode.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the Run on a Physical Device (CLI) skill

What this skill tells your AI

The instructions your AI receives, as published by rshankras/claude-code-apple-skills in skills/ios/run-device/SKILL.md and read by ahel’s review.

Builds, signs, installs, and launches an app on a connected physical device straight from the terminal — no Xcode Run button. The companion run-simulator skill covers the Simulator; this is the hardware path, which uses a different toolchain: devicectl (not simctl), real code signing, and an external tool for screenshots.

Building proves the code typechecks and signs; launching proves it installs and runs on real hardware. A crash on launch or a failed install is a failure.

When This Skill Activates

Use when the user wants to:

  • Run / test their app on a real iPhone or iPad from the CLI
  • Install a build on a device without opening Xcode
  • Reproduce a device-only bug (camera, sensors, performance, push)
  • Screenshot the app running on hardware

Not for the Simulator (use run-simulator) and not for xcodebuild test.

Prerequisites (one-time, partly interactive — cannot be scripted)

  1. Device connected by USB (or paired over Wi-Fi).
  2. Developer Mode ON (iOS 16+): Settings → Privacy & Security → Developer Mode → on → restart. There is no CLI to enable this.
  3. Device trusted/paired: the first connection shows "Trust This Computer?" on the device — tap Trust. devicectl pairs once trusted.
  4. Automatic signing configured: the target needs CODE_SIGN_STYLE = Automatic and a DEVELOPMENT_TEAM, and the signing Apple ID must already be logged into Xcode (Settings → Accounts) so -allowProvisioningUpdates can mint profiles. A free personal team works but apps expire after 7 days.

Confirm reachability before building:

xcrun devicectl list devices

The Identifier column is a CoreDevice UUID (e.g. A1B2C3D4-…). It is used by devicectl for install/launch. It is NOT the value xcodebuild wants — see the trap in step 2. Pick a row whose State is available (paired) / connected.

Process

1. Pick the device identifier

xcrun devicectl list devices    # grab the Identifier (CoreDevice UUID) of the paired device

Store it: DEV=<identifier-from-the-Identifier-column>.

2. Build + sign for a device

Trap: xcodebuild matches on the hardware UDID, not the devicectl identifier. Passing -destination 'platform=iOS,id=<devicectl-id>' fails with "Unable to find a device matching the provided destination specifier." Build for a generic device instead — it produces the same signed .app:

xcodebuild build \
  -project MyApp.xcodeproj -scheme MyApp \
  -destination 'generic/platform=iOS' \
  -allowProvisioningUpdates 2>&1 | tail -5

(Use -workspace MyApp.xcworkspace instead of -project if the project has one.) Look for ** BUILD SUCCEEDED **. -allowProvisioningUpdates lets xcodebuild register the device and create/refresh the provisioning profile automatically.

Common failures:

  • "Signing requires a development team" → set DEVELOPMENT_TEAM=XXXXXXXXXX on the command line, or fix it in project settings.
  • "No profiles for '…' were found" → add -allowProvisioningUpdates (above), and make sure the signing Apple ID is logged into Xcode.

3. Resolve the built .app (device build → Debug-iphoneos)

Don't guess DerivedData — read it from build settings. Note the directory is Debug-iphoneos for device builds (vs Debug-iphonesimulator for the Simulator):

eval $(xcodebuild -project MyApp.xcodeproj -scheme MyApp \
  -destination 'generic/platform=iOS' -showBuildSettings 2>/dev/null \
  | awk -F' = ' '/ TARGET_BUILD_DIR =/{print "DIR=\""$2"\""} / FULL_PRODUCT_NAME =/{print "NAME=\""$2"\""}')
APP="$DIR/$NAME"   # .../Debug-iphoneos/MyApp.app
BID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$APP/Info.plist")

4. Install

xcrun devicectl device install app --device "$DEV" "$APP"

Prints App installed: with the bundleID and installationURL on success.

5. Launch

xcrun devicectl device process launch --device "$DEV" "$BID"

Prints Launched application with <bundle id> ….

Known quirk: adding --terminate-existing (to relaunch a running app) sometimes returns CoreDeviceError 10004 — "process identifier … could not be determined" even though the app launched. If you see it, run the plain launch above and verify it's actually running:

xcrun devicectl device info processes --device "$DEV" | grep -i MyApp.app

A matching pid /…/MyApp.app line confirms it's live.

6. Screenshot (optional — needs an extra tool)

devicectl has no screenshot command, so device screenshots require libimobiledevice:

brew install libimobiledevice          # one-time
idevicescreenshot /tmp/device-shot.png # captures the foreground screen

Then Read /tmp/device-shot.png and verify the change renders.

Caveats:

  • idevicescreenshot needs the Developer Disk Image mounted. Running the app via devicectl (steps 4–5) mounts it, so screenshot after launching.
  • If multiple devices are attached, target one: idevicescreenshot -u <hardware-udid> … (idevice_id -l lists hardware UDIDs — again, distinct from the devicectl id).
  • On a headless/CI box without Homebrew, this step isn't available; fall back to a manual screenshot on the device.

Output Format

Report:

  • Device used (name + identifier) and that it was paired/available
  • Build result (** BUILD SUCCEEDED ** or the error: lines, then stop)
  • Install result and launch confirmation (pid or the running-process check)
  • If screenshotted: read the image back and state whether it confirms the change
  • Any interactive prerequisite the user must still do (enable Developer Mode, tap Trust, log the Apple ID into Xcode)

Reliability Notes

  • Wrong identifier for xcodebuild → "Unable to find a device matching the destination." Build generic/platform=iOS; use the devicectl id only for install/launch (step 2 trap).
  • -quiet hides success → it suppresses ** BUILD SUCCEEDED **; drop it for the confirming run or grep error:.
  • 10004 on launch → usually a false alarm from --terminate-existing; plain launch + device info processes confirms (step 5).
  • Developer Mode / Trust → cannot be enabled from the CLI; if install fails with a pairing/trust error, have the user complete it on-device once.
  • Profile expiry → free-team builds stop launching after 7 days; rebuild.
  • Wi-Fi devicesdevicectl works over the network once paired; the device must be awake and on the same network.
  • Stale install → if behavior looks unchanged, uninstall then reinstall: xcrun devicectl device uninstall app --device "$DEV" "$BID".

Signals

GitHub stars
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Forks
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Last commit
Jul 2026
Advanced
Catalog kind
skill
Gateway key
run-device
Source
github.com/rshankras/claude-code-apple-skills