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Run Device Skill for Claude

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.

2k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
585
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/rshankras/claude-code-apple-skills --skill run-device

The instruction itself

12 sections, as written by the author

Run on a Physical Device (CLI)

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)

  • Device connected by USB (or paired over Wi-Fi).
  • Developer Mode ON (iOS 16+): Settings → Privacy & Security → Developer

Mode → on → restart. There is no CLI to enable this.

  • Device trusted/paired: the first connection shows "Trust This Computer?"

on the device — tap Trust. devicectl pairs once trusted.

  • 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".

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How to use it

Copy the folder

Take rshankras/run-device from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.

Install what it needs

The instructions reference brew. Without those the skill loads but fails at the first command.