build-run-debug-visionos

Build, run, and debug visionOS apps on the visionOS Simulator or Apple Vision Pro.

Updated Jun 8, 2026
One-click install
npx skills add https://github.com/likw99/agent-plugins --skill build-run-debug-visionos-likw99
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: build-run-debug-visionos
Source: https://github.com/likw99/agent-plugins/tree/main/plugins/build-visionos-apps/skills/build-run-debug-visionos
Command: npx skills add https://github.com/likw99/agent-plugins --skill build-run-debug-visionos-likw99

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? visionOS apps cannot be launched as raw executables; they require a booted simulator or paired device, a correct scheme and destination, and a multi-step build-install-launch cycle. This Skill removes that friction by establishing one repeatable script/build_and_run.sh entrypoint and wiring a Codex Run button to it, then guiding diagnosis of build, startup, and runtime failures. ## Core Features & Use Cases - Single Run Entrypoint: Creates a project-local build_and_run.sh that boots the simulator, builds with xcodebuild, installs the .app, and launches it via xcrun simctl, with optional --logs, --debug, --device, and --verify modes. - Codex Run Button Integration: Writes .codex/environments/environment.toml so the Codex app exposes a Run action wired to the script. - Failure Diagnosis: Classifies errors as compiler, linker, signing, missing visionOS SDK, wrong destination, RealityKitContent build failure, or runtime crash, and uses unified logging or lldb for debugging. - Use Case: You have a new visionOS Xcode project and want to launch it on the Apple Vision Pro simulator, stream app logs to debug an immersive space issue, and give your team a one-command run workflow. ## Quick Start Ask the agent to set up a build_and_run script and launch your visionOS app on the Apple Vision Pro simulator.

Frequently Asked Questions about build-run-debug-visionos

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build and run a visionOS app on the simulator from the command line?▼

Use xcodebuild with the destination 'platform=visionOS Simulator,name=Apple Vision Pro' to build, then xcrun simctl to boot the device, install the .app, and launch it by bundle identifier. This Skill wraps that chain in a single build_and_run.sh script.

How do I debug a visionOS app crash or startup failure?▼

Stream unified logs filtered to your app's subsystem using xcrun simctl spawn booted log stream, which surfaces lifecycle, immersive-space, and authorization issues. For crashes, launch with --wait-for-debugger and attach lldb for symbolicated debugging.

Does the visionOS Simulator support hand tracking and eye tracking?▼

No. The visionOS Simulator does not provide real hand tracking or eye tracking; eye-driven hover is simulated via pointer. It also lacks full ARKit world sensing, plane detection fidelity, and accurate Spatial Audio, so test those features on an Apple Vision Pro device.

Why does my visionOS build fail with a missing SDK error?▼

A missing visionOS SDK error means the visionOS platform is not installed in Xcode. Install it via Xcode Settings > Components, then retry the xcodebuild command with the visionOS Simulator destination.

How do I add a Run button for a visionOS project in the Codex app?▼

Create script/build_and_run.sh first, then write .codex/environments/environment.toml with an action named Run whose command points to that script. The Codex app reads this file and exposes the Run button wired to your build-and-launch workflow.