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the flag --cocoapods. This produces a Flutter.podspec
instead of an engine Flutter.xcframework.
The App.xcframework and plugin frameworks are generated
as described in Option B.To generate the Flutter.podspec and frameworks, run the following
from the command line in the root of your Flutter module:Host apps using CocoaPods can add Flutter to their Podfile:
<code_start>pod 'Flutter', :podspec => 'some/path/MyApp/Flutter/[build mode]/Flutter.podspec'<code_end>
info Note
You must hard code the [build mode] value.
For example, use Debug if you need to use
flutter attach and Release when you’re ready to ship.Link and embed the generated App.xcframework,
FlutterPluginRegistrant.xcframework,
and any plugin frameworks into your existing application
as described in Option B.<topic_end>
<topic_start>
Local Network Privacy Permissions
On iOS 14 and higher, enable the Dart multicast DNS
service in the Debug version of your app
to add debugging functionalities such as hot-reload and
DevTools via flutter attach.warning Warning
This service must not be enabled in the Release
version of your app, or you might experience App Store rejections.One way to do this is to maintain a separate copy of your app’s Info.plist per
build configuration. The following instructions assume
the default Debug and Release.
Adjust the names as needed depending on your app’s build configurations.Rename your app’s Info.plist to Info-Debug.plist.
Make a copy of it called Info-Release.plist and add it to your Xcode project.In Info-Debug.plist only add the key NSBonjourServices
and set the value to an array with the string _dartVmService._tcp.
Note Xcode will display this as “Bonjour services”.Optionally, add the key NSLocalNetworkUsageDescription set to your
desired customized permission dialog text.In your target’s build settings, change the Info.plist File
(INFOPLIST_FILE) setting path from path/to/Info.plist to path/to/Info-$(CONFIGURATION).plist.This will resolve to the path Info-Debug.plist in Debug and
Info-Release.plist in Release.Alternatively, you can explicitly set the Debug path to Info-Debug.plist
and the Release path to Info-Release.plist.If the Info-Release.plist copy is in your target’s Build Settings > Build Phases > Copy Bundle
Resources build phase, remove it.The first Flutter screen loaded by your Debug app will now prompt
for local network permission. The permission can also be allowed by enabling
Settings > Privacy > Local Network > Your App.<topic_end>
<topic_start>
Apple Silicon (arm64 Macs)
On an Apple Silicon (M1) Mac, the host app builds for an arm64 simulator.
While Flutter supports arm64 simulators, some plugins might not. If you use
one of these plugins, you might see a compilation error like Undefined symbols
for architecture arm64 and you must exclude arm64 from the simulator
architectures in your host app.In your host app target, find the Excluded Architectures (EXCLUDED_ARCHS) build setting.
Click the right arrow disclosure indicator icon to expand the available build configurations.
Hover over Debug and click the plus icon. Change Any SDK to Any iOS Simulator SDK.
Add arm64 to the build settings value.When done correctly, Xcode will add "EXCLUDED_ARCHS[sdk=iphonesimulator*]" = arm64; to your project.pbxproj file.Repeat for any iOS unit test targets.<topic_end>
<topic_start>
Development
You can now add a Flutter screen to your existing application.
<topic_end>
<topic_start>Add a Flutter screen to an iOS app
This guide describes how to add a single Flutter screen to an existing iOS app.<topic_end>
<topic_start>
Start a FlutterEngine and FlutterViewController
To launch a Flutter screen from an existing iOS, you start a
FlutterEngine and a FlutterViewController.The FlutterEngine serves as a host to the Dart VM and your Flutter runtime,
and the FlutterViewController attaches to a FlutterEngine to pass
input events into Flutter and to display frames rendered by the
FlutterEngine.The FlutterEngine might have the same lifespan as your
FlutterViewController or outlive your FlutterViewController.lightbulb Tip
It’s generally recommended to pre-warm a long-lived
FlutterEngine for your application because:See Loading sequence and performance
for more analysis on the latency and memory
trade-offs of pre-warming an engine.<topic_end>
<topic_start>
Create a FlutterEngine
Where you create a FlutterEngine depends on your host app.In this example, we create a FlutterEngine object inside a SwiftUI ObservableObject.
We then pass this FlutterEngine into a ContentView using the
environmentObject() property.
<code_start>import SwiftUI
import Flutter
// The following library connects plugins with iOS platform code to this app.
import FlutterPluginRegistrant
class FlutterDependencies: ObservableObject {
let flutterEngine = FlutterEngine(name: "my flutter engine")
init(){
// Runs the default Dart entrypoint with a default Flutter route.
flutterEngine.run()
// Connects plugins with iOS platform code to this app.
GeneratedPluginRegistrant.register(with: self.flutterEngine);
}
}
@main
struct MyApp: App {
// flutterDependencies will be injected using EnvironmentObject.
@StateObject var flutterDependencies = FlutterDependencies()
var body: some Scene {
WindowGroup {
ContentView().environmentObject(flutterDependencies)
}
}
}<code_end>
As an example, we demonstrate creating a
FlutterEngine, exposed as a property, on app startup in
the app delegate.
<code_start>import UIKit
import Flutter
// The following library connects plugins with iOS platform code to this app.
import FlutterPluginRegistrant
@UIApplicationMain
class AppDelegate: FlutterAppDelegate { // More on the FlutterAppDelegate.
lazy var flutterEngine = FlutterEngine(name: "my flutter engine")