Running the app on a real Apple Watch and an endless counter

I wanted to create an interactive prototype of the application (for storyboard only). I just added two interface controllers and some images and buttons. I filled xcassets with several images (less than 150 kB in total) and tried to run the application. When there was one interface controller with 3 buttons (images in the background) + 1 imageView (about 100 KB), it took some time, but the application lit up. I added 1 more interface controller and several images to it (the largest are about 9 KB), and this time Xcode showed me a message that it had lost the connection to the iPhone, but the clock is still running or the watch application timeout error. At the same time, I have the application name on the clock screen and the counter. And it has been spinning for centuries without any results ... I tried to uninstall the application from both devices by restarting, cleaning folders, etc. And not getting success. Is there a limit to the images that can be put on xcassets? So frustrating ...

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xcode watchkit apple-watch
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3 answers

I also came across the same question where the spinner on real devices never ended up. This happened because the watch extension and watch app missing the arm64 architecture, make sure you select Standard Architectures(armv7 and arm64) in the build setup.

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Here is what you could do / check:

  • You should use xcassets , which is in the WatchKit app, and not in the WatchKit extension.
  • Build and run the main iPhone app as your primary goal.
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Yes, I am also struggling with this ...

the only way I found: I click on the AppleWath digital crown, then reconnect to my application and magically launch the application (and debugger work).

if this doesnโ€™t work in a complicated way: restart xcode, clean, if it still doesnโ€™t work the same way you clean, restart the devices ... it is so annoying.

the first solution takes less time and works 7/10 times

If someone knows a beter solution, I will take it !!; -)

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