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Get Started Free →rshankras/run-device
Build, install, and launch an iOS app on a physical iPhone or iPad entirely from the command line (no Xcode GUI), using xcodebuild + devicectl.
Passed 17 of 20 test cases with the skill, and 10 of 20 without it.
and 7 more in the full report
8 fixed12 passed either way3 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 8 test cases the skill fixed. Same model, same prompt, with and without the skill.
After installing my app on an attached iPhone, how do I launch bundle ID $BID on device $DEV using devicectl?
| Checked | Without skill | With skill |
|---|---|---|
| Uses xcrun devicectl device process launch --device "$DEV" "$BID". | Missed | Passed |
The instructions your model reads when the skill loads.
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.
devicectl pairs once trusted.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
test cases passed, vs 10 / 20 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.