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