visionOS: How to build an existing app for the Vision Pro Simulator?

We have a Unity based AR app which we would to try out in the Vision Pro Simulator. However, I can’t get things setup correctly.

In build settings, I changed the target device to “VisionOS (experimental)” and built the app. If I open this app, it shows the visionOS target correctly, but the Vision Pro Simulator isn’t available as a run destination. For a blank visionOS app created with Xcode, it works, but not for my Unity project. How does Xcode decide when to show the simulator as a valid target?

Also, if I try to build the app, I get these errors:

chmod: /Users/tom/Desktop/Marble Builds/visionpro/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/il2cpp: No such file or directory

chmod: /Users/tom/Desktop/Marble Builds/visionpro/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/bee_backend/mac-x64/bee_backend: No such file or directory

/Users/tom/Library/Developer/Xcode/DerivedData/Unity-iPhone-cgvswwscoavfzfbpabhuyqftbyqx/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-xros/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 19: /Users/tom/Desktop/Marble Builds/visionpro/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/il2cpp: No such file or directory

Command PhaseScriptExecution failed with a nonzero exit code

It seems as if IL2CPP-related files are missing in the build?

Another challenge is that I am using the Dependency Resolver from Google to get Cocoa Pods into my app. Yet the resolver does not support visionOS targets yet, so it won’t setup the Pods and the .xcworkspace file correctly. Did anyone find a solution to this, or do I have to wait until Google updates the resolver package?

I had a similar problem which I just figured out this morning. Look for the yellow caution symbol in the upper right hand corner in Xcode and click on it. The click the project name that rolls out. When you get the menu below select Perform Changes and then the simulator should show up.