app-store
App Store optimization and marketing skills for descriptions, screenshots, keywords, review responses, and comprehensive promotional strategy. Use when user…
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.
$ npx -y skills add rshankras/claude-code-apple-skills --skill run-device --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/run-deviceContext preview
The summary Claude sees to decide when to auto-load this skill.
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.
name: run-device description: 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. allowed-tools: [Bash, Read] last_verified: 2026-07-16 review_by: 2027-06-22 os_version: iOS 27 / macOS 27
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.
Use when the user wants to:
Not for the Simulator (use `run-simulator`) and not for `xcodebuild test`.
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`.
xcrun devicectl list devices # grab the Identifier (CoreDevice UUID) of the paired device
Store it: `DEV=<identifier-from-the-Identifier-column>`.
**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:
the command line, or fix it in project settings.
make sure the signing Apple ID is logged into Xcode.
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" "$APP/Info.plist")xcrun devicectl device install app --device "$DEV" "$APP"
Prints `App installed:` with the `bundleID` and `installationURL` on success.
xcrun devicectl device process launch --device "$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.
`devicectl` has **no** screenshot command, so device screenshots require [`libimobiledevice`](https://libimobiledevice.org):
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:
`devicectl` (steps 4–5) mounts it, so screenshot *after* launching.
(`idevice_id -l` lists hardware UDIDs — again, distinct from the `devicectl` id).
manual screenshot on the device.
Report:
A collection of Claude Code skills for iOS, macOS, watchOS, visionOS, and Apple platform development. These skills help you plan and build apps, maintain code quality, ensure HIG compliance, and guide you from idea to App Store.
Repo: rshankras/claude-code-apple-skills
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