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device-interaction
Verify iOS app behavior on device or simulator via screenshots, UI hierarchy, and touch interactions.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Verify iOS app behavior on device or simulator via screenshots, UI hierarchy, and touch interactions.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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| name | device-interaction |
| description | Verify iOS app behavior on device or simulator via screenshots, UI hierarchy, and touch interactions. |
TRIGGER when: user asks to verify/test/check if the app works on device, after implementing a UI-affecting feature that needs device verification, user says "does it work", "test this", "check on device", user reports UI doesn't work as expected, need to debug touch/interaction issues. DO NOT TRIGGER when: user asks about unit tests only, build-only requests without device testing, code review without device testing, simulator configuration questions, changes that don't affect UI (e.g. comments, refactors, non-UI logic).
This is a SUBAGENT skill. Invoke it via the Agent tool when device verification is needed. If there is an open session for that work, provide that session identifier to a subagent for exclusive use by that subagent.
Agent tool:
- subagent_type: "general-purpose"
- description: "Verify login feature works"
- prompt: "Using the device-interaction skill, verify that the login feature works correctly on session <session-identifier>. Launch the app, capture screenshot and UI hierarchy, check that the login button is visible and tappable, and report if the implementation is working correctly."
After implementing a UI-affecting feature, invoke this skill to verify the implementation works on a device.
DeviceInteractionStartWorkspaceSession (workspace-backed; do this early, runs in the background)
→ DeviceInteractionInstallAndRun (after each code change; includes building)
→ DeviceEventSynthesize (interact + observe, repeatable)
→ DeviceInteractionEndSession (when done — keeping sessions open is resource-heavy)
There are two ways to start a session:
When opening a new device interaction session, pass a device identifier to select a device, or omit it to use the current destination. Pass an empty string to get a list of available targets.
commandLineArguments — arguments passed to the app at launch. Use $(inherited) as a token to preserve the scheme's existing arguments (e.g. ["$(inherited)", "--reset-state"] to add an extra argument at the end).environmentVariables — key/value pairs set in the app's environment at launch. Use "$(inherited)" as a key to preserve the scheme's existing environment variables (e.g. {"$(inherited)": "", "DEBUG_MODE": "1"}).Omit both parameters to leave the scheme's arguments and environment unchanged.
Prefer these parameters over editing the scheme directly. They are applied only for that one run and have no lasting effect on the user's configuration.
ALWAYS report UI issues that might be caused by code: overlapping or unreadable text, unexpectedly cropped image/text, wrong colors etc.
This tool allows performing an interaction and observing the state of a device.
The hierarchy files include calculated hitPoint positions for each element:
UIView {{100, 200}, {60, 30}}, hitPoint: {130.0, 215.0}
UIButton "Login" {{110, 205}, {30, 20}}, hitPoint: {125.0, 215.0}
UIButton "Login2" {{140, 205}, {20, 20}}, hitPoint: {150.0, 215.0}, activationBundleId: com.your.app
{100, 200} - origin position{50, 30} - width and heighthitPoint: {125.0, 215.0} - calculated hitPoint point (best for tapping)Always prefer the hitPoint coordinates for touch events.
Warning: Elements marked isRemoteLeafPlaceholder do not report child elements — interacting with them requires falling back to screenshot-estimated coordinates.
When windows from more than one application overlap on screen, each element line is annotated with a activationBundleId: <bundle-identifier> suffix.
If an element line carries a activationBundleId, any interaction with it requires activating that application first by passing activationBundleId parameter to the DeviceEventSynthesize tool.
Tip: you can pass activationBundleId with no interactionCommand.
Application activation is expensive so use that only if necessary.
Device orientation: Landscape Right
------------------------
Application bundle identifier: com.some.app
Application UI orientation: Landscape Left
Application, pid: 123, label: ' '
Window, {{0.0, 0.0}, {1133.0, 744.0}}, hitPoint: {566.5, 372.0}
Other, {{0.0, 0.0}, {744.0, 1133.0}}, hitPoint: {372.0, 372.0}
...
------------------------
Application bundle identifier: com.some.other.app
Application UI orientation: Landscape Left
Application, pid: 333, label: ' '
Window, {{0.0, 0.0}, {1133.0, 744.0}}, hitPoint: {566.5, 372.0}
...
The interactionCommand parameter accepts a command syntax:
| Command | Description |
|---|---|
t <x> <y> [duration] | Tap at coordinates with optional hold duration |
d <x> <y> | Double tap |
t <x1> <y1> f <x2> <y2> [duration] | Swipe from (x1,y1) to (x2,y2) |
drag <x1> <y1> <x2> <y2> [holdDuration] [moveDuration] | Drag-and-drop: press-and-hold at (x1,y1) then slowly move to (x2,y2). Use for reordering lists or drag-and-drop targets |
mt [x1 y1, ...] dur [x1 y1, ...] dur ... | Multi-touch sequence. Each [...] keyframe lists touch positions (x y). The duration after each block is the travel time to the next keyframe; for the last block it is the hold time before lifting. A finger ends when its slot is an empty comma entry (e.g. [, x y]) or when the frame has fewer entries than the finger's index — both are equivalent. A finger that reappears in a later keyframe after lifting starts a new tap. |
b h/p/u/d [duration] | Hardware button: h=Home, p=Power, u=VolUp, d=VolDown |
sender keyboard kbd <text> | Type text; must be the last command in the chain — all content after kbd is taken verbatim (multiple spaces preserved). For special characters use \u{XXXX} Unicode escapes: \u{000A} (return/newline), \u{0009} (tab) |
w duration | Wait for a duration without any work |
orientation faceDown/faceUp/landscapeLeft/landscapeRight/portrait/portraitUpsideDown | Set device orientation |
Examples:
"t 100 200" - Tap at (100, 200)"d 200 300" - Double tap at (200, 300)"t 200 600 f 200 200 0.3" - Swipe up (scroll to the content below)"t 200 200 f 200 600 0.3" - Swipe down (scroll to the content above)"drag 100 300 100 100" - Drag-and-drop from (100,300) to (100,100) with default durations"drag 100 300 100 100 0.5 1.5" - Drag-and-drop with 0.5s hold, 1.5s move"mt [100 200] 0.5 [100 200] 1.0 [300 400] 0.2" - Drag: hold at (100,200) for 0.5s, move to (300,400) over 1.0s, hold 0.2s then lift"mt [100 300, 300 300] 0.5 [175 300, 225 300] 0.5" - Two-finger pinch: both fingers start 200px apart and move toward each other"b h" - Press home button"b h b h" - Press home button twice to go to the app switcher"b h w 0 b h" - Wake and unlock a device (non-passcode devices only)"sender keyboard kbd hello world" - Type text with spaces"sender keyboard kbd hello world" - Type text preserving multiple spaces"sender keyboard kbd submit\u{000A}" - Type text then press Return/submit"w 0.3" - Wait for 0.3s"orientation landscapeLeft" - Rotate device to landscapeBefore any interaction, always capture and read the hierarchy (and screenshot). After any interaction, capture again and verify the result. For complex components (like toggles or switches), look at nested elements (like Switch or Slider) — nearby elements might correspond to the actual control. When done, report findings to the main agent.
When verifying, distinguish between these categories:
print statements in the relevant code may help diagnose the issue.