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you should now be able to build the project in xcode using ⌘b.
|
<topic_end>
|
<topic_start>
|
option c - embed application and plugin frameworks in xcode and flutter framework with CocoaPods
|
alternatively, instead of distributing the large flutter.xcframework
|
to other developers, machines, or continuous integration systems,
|
you can instead generate flutter as CocoaPods podspec by adding
|
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.
|
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