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dart calls libraries that contain platform-specific code plugins.
when developing an app with flutter, you use plugins to interact
with system libraries.
in your dart code, you use the plugin’s dart API to call the native
code from the system library being used. this means that you can write
the code to call the dart API. the API then makes it work for all
platforms that the plugin supports.
to learn more about plugins, see using packages.
though this page links to some popular plugins,
you can find thousands more, along with examples,
on pub.dev. the following table does not endorse any particular plugin.
if you can’t find a package that meets your need,
you can create your own or use platform channels directly in your project.
to learn more, see writing platform-specific code.
<topic_end>
<topic_start>
adding a plugin to your project
to use an apple framework within your native project,
import it into your swift or Objective-C file.
to add a flutter plugin, run flutter pub add package_name
from the root of your project.
this adds the dependency to your pubspec.yaml file.
after you add the dependency, add an import statement for the package
in your dart file.
you might need to change app settings or initialization logic.
if that’s needed, the package’s “readme” page on pub.dev
should provide details.
<topic_end>
<topic_start>
flutter plugins and apple frameworks
supports both google play store on android and apple app store on iOS. ↩
adds google pay payments on android and apple pay payments on iOS. ↩
uses firebase cloud messaging and integrates with APNs. ↩
includes sensors like accelerometer, gyroscope, etc. ↩
uses google’s ML kit and supports various features like text recognition, face detection, image labeling, landmark recognition, and barcode scanning. you can also create a custom model with firebase. to learn more, see use a custom TensorFlow lite model with flutter. ↩ ↩2
uses the OpenWeatherMap API. other packages exist that can pull from different weather APIs. ↩
<topic_end>
<topic_start>
adding a launch screen to your iOS app
launch screens provide a simple initial experience while your iOS app loads.
they set the stage for your application, while allowing time for the app engine
to load and your app to initialize.
all apps submitted to the apple app store
must provide a launch screen
with an xcode storyboard.
<topic_end>
<topic_start>
customize the launch screen
the default flutter template includes an xcode
storyboard named LaunchScreen.storyboard
that can be customized your own assets.
by default, the storyboard displays a blank image,
but you can change this. to do so,
open the flutter app’s xcode project
by typing open ios/Runner.xcworkspace
from the root of your app directory.
then select Runner/Assets.xcassets
from the project navigator and
drop in the desired images to the LaunchImage image set.
apple provides detailed guidance for launch screens as
part of the human interface guidelines.
<topic_end>
<topic_start>
adding an iOS app clip target
error important
targeting iOS 16 increases the uncompressed IPA payload size limit
to 15mb. depending on the size of your app, you might hit the limit. (#71098).
this guide describes how to manually add another
flutter-rendering iOS app clip target to your
existing flutter project or add-to-app project.
warning warning
this is an advanced guide and is best intended
for audience with a working knowledge of iOS development.
to see a working sample, see the app clip sample on GitHub.
<topic_end>
<topic_start>
step 1 - open project
open your iOS xcode project, such as
ios/Runner.xcworkspace for full-Flutter apps.
<topic_end>
<topic_start>
step 2 - add an app clip target
2.1
click on your project in the project navigator to show
the project settings.
press + at the bottom of the target list to add a new target.
2.2
select the app clip type for your new target.
2.3
enter your new target detail in the dialog.
select storyboard for interface.
select the same language as your original target for language.
(in other words, to simplify the setup,
don’t create a swift app clip target for
an Objective-C main target, and vice versa.)
2.4
in the following dialog,
activate the new scheme for the new target.
2.5
back in the project settings, open the build phases tab.