- Step 5 - Share code and assets
Important: This experimental preview currently exceeds the 10MB uncompressed IPA payload size limit and cannot be used in production (#71098).
The pair weighs only 302g despite the inclusion of the toe clip and strap and can be used with or without cleated shoes. Measuring 140x91mm, these pedals provide a wide enough platform for holding wider feet with ease too. Shimano PD-A530 Dual Platform Bike Pedal.
- The small platform helps to guide your foot into the clip. The platform does not really help with anything other than this, as it is too small and smooth to offer any real grip. The entry is not quite as convincing or audible as the XTR model but you can certainly still clip in with confidence.
- Clipless refers to the toe clip (cage) having been replaced by a locking mechanism and not to platform pedals which would normally not have toe clips. The clipless pedal was invented by Charles Hanson in 1895.
- Inside Shader code, you can use the UNITYNEARCLIPVALUE built-in macro to get the near plane value based on the platform. Inside script code, use GL.GetGPUProjectionMatrix to convert from Unity’s coordinate system (which follows OpenGL-like conventions) to Direct3D-like coordinates if that is what the platform expects.
This guide describes how to manually add anotherFlutter-rendering iOS App Clip target to yourexisting Flutter project or add-to-app project.
Warning: This is an advanced guide and is best intended for audience with a working knowledge of iOS development.
Warning: CocoaPods version 1.10.0.beta.1 or higher is required to run Flutter apps with plugins.
To see a working sample, see the App Clip sample on GitHub.
Step 1 - Open project
Open your iOS Xcode project, such asios/Runner.xcworkspace
for full-Flutter apps.
Step 2 - Add an App Clip target
2.1
Click on your project in the Project Navigator to showthe 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 UIKit App Delegate
for Life Cycle.
Select the same language as your original target for Language.
(In other words, don’t create a Swift App Clip target foran Objective-C main target, and vice versa to simplify the setup.)
2.4
In the following dialog, activate the new scheme for the new target.
Step 3 - Remove unneeded files
3.1
In the Project Navigator, in the newly created App Clip group,delete everything except Info.plist
and<app clip target>.entitlements
.
Tip: For add-to-app users, it’s up to the reader to decide how much of this template to keep to invoke FlutterViewController
or FlutterEngine
APIs from this code later.
Move files to trash.
3.2
If you don’t use the SceneDelegate.swift
file,remove the reference to it in the Info.plist
.
Open the Info.plist
file in the App Clip group.Delete the entire dictionary entry for Application Scene Manifest
.
Step 4 - Share build configurations
This step isn’t necessary for add-to-app projectssince add-to-app projects have their custom buildconfigurations and versions.
4.1
Back in the project settings,select the project entry now rather than any targets.
In the Info
tab, under the Configurations
expandable group, expand theDebug
, Profile
, and Release
entries.
For each, select the same value from the drop-down menufor the App Clip target as the entry selected for thenormal app target.
This gives your App Clip target access to Flutter’srequired build settings.
4.2
In the App Clip group’s Info.plist
file, set:
Build version string (short)
to$(FLUTTER_BUILD_NAME)
Bundle version
to$(FLUTTER_BUILD_NUMBER)
Step 5 - Share code and assets
Option 1 - Share everything
Assuming the intent is to show the same Flutter UIin the standard app as in the App Clip,share the same code and assets.
For each of the following: Main.storyboard
, Assets.xcassets
,LaunchScreen.storyboard
, GeneratedPluginRegistrant.m
, andAppDelegate.swift
(and Supporting Files/main.m
if using Objective-C),select the file, then in the first tab of the inspector,also include the App Clip target in the Target Membership
checkbox group.
Option 2 - Customize Flutter launch for App Clip
In this case, do not delete everything listed in Step 3.Instead, use the scaffolding and the iOS add-to-app APIsto perform a custom launch of Flutter.For example to show a custom Flutter route.
Step 6 - Add App Clip associated domains
This is a standard step for App Clip development.See the official Apple documentation.
6.1
Open the <app clip target>.entitlements
file.Add an Associated Domains
Array type.Add a row to the array with appclips:<your bundle id>
.
6.2
The same associated domains entitlement needs to be addedto your main app as well.
Copy the <app clip target>.entitlements
file from yourApp Clip group to your main app group and rename it tothe same name as your main targetsuch as Runner.entitlements
.
Open the file and delete the Parent Application Identifiers
entry for the main app’s entitlement file(leave that entry for the App Clip’s entitlement file).
6.3
Back in the project settings, select the main app’s target, open theBuild Settings
tab. Set the Code Signing Entitlements
setting to therelative path of the second entitlements file created for the main app.
Step 7 - Integrate Flutter
These steps are not necessary for add-to-app.
7.1
In your App Clip’s target’s project settings,open the Build Settings
tab.
For setting Framework Search Paths
, add 2 entries:
$(inherited)
$(PROJECT_DIR)/Flutter
In other words, the same as the main app target’s build settings.
7.2
For Swift target, set the Objective-C Bridging Header
build setting to Runner/Runner-Bridging-Header.h
In other words, the same as the main app target’s build settings.
7.3
Now open the Build Phases
tab. Press the +
sign and selectNew Run Script Phase
.
Drag that new phase to below the Dependencies
phase.
Expand the new phase and add this line to the script content:
In other words, the same as the main app target’s build phases.
This ensures that your Flutter Dart code is compiled when running the App Cliptarget.
7.4
Press the +
sign and select New Run Script Phase
again.Leave it as the last phase.
This time, add:
In other words, the same as the main app target’s build phases.
This ensures that your Flutter app and engine are embeddedinto the App Clip bundle.
Step 8 - Disable Bitcode
In the App Clip target’s Build Settings
tab,set the Enable Bitcode
setting to No.
Step 9 - Integrate plugins
Warning: CocoaPods version 1.10.0.beta.1 or higher is required to run Flutter apps with plugins.
9.1
Open the Podfile
for your Flutter project or add-to-app host project.
For full-Flutter apps, replace the following section:
with:
At the top of the file, also uncomment platform :ios, '9.0'
and set theversion to the lowest of the 2 target’s iOS Deployment Target.
For add-to-app, add to:
with:
9.2
From the command line, enter your Flutter project directory.
cd ios
then
pod install
.
Run
You can now run your App Clip target from Xcode byselecting your App Clip target from the scheme drop-down,selecting an iOS 14 device and pressing run.
To test launching an App Clip from the beginning,also consult Apple’s doc onTesting Your App Clip’s Launch Experience.
Debugging, hot reload
Unfortunately flutter attach
cannot auto-discover the Flutter sessionin an App Clip due to networking permission restrictions.
In order to debug your App Clip and use functionalitieslike hot reload, you must look for the Observatory URIfrom the console output in Xcode after running.
You must then copy paste it back into the flutter attach
command to connect.
For example:
flutter attach --debug-uri <copied URI>
- Step 5 - Share code and assets
Important: This experimental preview currently exceeds the 10MB uncompressed IPA payload size limit and cannot be used in production (#71098).
This guide describes how to manually add anotherFlutter-rendering iOS App Clip target to yourexisting Flutter project or add-to-app project.
Warning: This is an advanced guide and is best intended for audience with a working knowledge of iOS development.
Warning: CocoaPods version 1.10.0.beta.1 or higher is required to run Flutter apps with plugins.
To see a working sample, see the App Clip sample on GitHub.
Step 1 - Open project
Open your iOS Xcode project, such asios/Runner.xcworkspace
for full-Flutter apps.
Step 2 - Add an App Clip target
2.1
Click on your project in the Project Navigator to showthe 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 UIKit App Delegate
for Life Cycle.
Select the same language as your original target for Language.
(In other words, don’t create a Swift App Clip target foran Objective-C main target, and vice versa to simplify the setup.)
2.4
In the following dialog, activate the new scheme for the new target.
Step 3 - Remove unneeded files
3.1
In the Project Navigator, in the newly created App Clip group,delete everything except Info.plist
and<app clip target>.entitlements
.
Tip: For add-to-app users, it’s up to the reader to decide how much of this template to keep to invoke FlutterViewController
or FlutterEngine
APIs from this code later.
Move files to trash.
3.2
If you don’t use the SceneDelegate.swift
file,remove the reference to it in the Info.plist
.
Open the Info.plist
file in the App Clip group.Delete the entire dictionary entry for Application Scene Manifest
.
Step 4 - Share build configurations
This step isn’t necessary for add-to-app projectssince add-to-app projects have their custom buildconfigurations and versions.
4.1
Back in the project settings,select the project entry now rather than any targets.
In the Info
tab, under the Configurations
expandable group, expand theDebug
, Profile
, and Release
entries.
For each, select the same value from the drop-down menufor the App Clip target as the entry selected for thenormal app target.
This gives your App Clip target access to Flutter’srequired build settings.
4.2
In the App Clip group’s Info.plist
file, set:
Build version string (short)
to$(FLUTTER_BUILD_NAME)
Bundle version
to$(FLUTTER_BUILD_NUMBER)
Step 5 - Share code and assets
Option 1 - Share everything
Assuming the intent is to show the same Flutter UIin the standard app as in the App Clip,share the same code and assets.
For each of the following: Main.storyboard
, Assets.xcassets
,LaunchScreen.storyboard
, GeneratedPluginRegistrant.m
, andAppDelegate.swift
(and Supporting Files/main.m
if using Objective-C),select the file, then in the first tab of the inspector,also include the App Clip target in the Target Membership
checkbox group.
Option 2 - Customize Flutter launch for App Clip
In this case, do not delete everything listed in Step 3.Instead, use the scaffolding and the iOS add-to-app APIsto perform a custom launch of Flutter.For example to show a custom Flutter route.
Step 6 - Add App Clip associated domains
This is a standard step for App Clip development.See the official Apple documentation.
6.1
Open the <app clip target>.entitlements
file.Add an Associated Domains
Array type.Add a row to the array with appclips:<your bundle id>
.
6.2
The same associated domains entitlement needs to be addedto your main app as well.
Copy the <app clip target>.entitlements
file from yourApp Clip group to your main app group and rename it tothe same name as your main targetsuch as Runner.entitlements
.
Open the file and delete the Parent Application Identifiers
entry for the main app’s entitlement file(leave that entry for the App Clip’s entitlement file).
6.3
Back in the project settings, select the main app’s target, open theBuild Settings
tab. Set the Code Signing Entitlements
setting to therelative path of the second entitlements file created for the main app.
Step 7 - Integrate Flutter
These steps are not necessary for add-to-app.
7.1
In your App Clip’s target’s project settings,open the Build Settings
tab.
For setting Framework Search Paths
, add 2 entries:
$(inherited)
$(PROJECT_DIR)/Flutter
In other words, the same as the main app target’s build settings.
7.2
Can Clip The Platform Is Not A Clip Platform Full
For Swift target, set the Objective-C Bridging Header
build setting to Runner/Runner-Bridging-Header.h
In other words, the same as the main app target’s build settings.
7.3
Now open the Build Phases
tab. Press the +
sign and selectNew Run Script Phase
.
Drag that new phase to below the Dependencies
phase.
Expand the new phase and add this line to the script content:
In other words, the same as the main app target’s build phases.
This ensures that your Flutter Dart code is compiled when running the App Cliptarget.
7.4
Press the +
sign and select New Run Script Phase
again.Leave it as the last phase.
This time, add:
In other words, the same as the main app target’s build phases.
This ensures that your Flutter app and engine are embeddedinto the App Clip bundle.
Step 8 - Disable Bitcode
In the App Clip target’s Build Settings
tab,set the Enable Bitcode
setting to No.
Step 9 - Integrate plugins
Warning: CocoaPods version 1.10.0.beta.1 or higher is required to run Flutter apps with plugins.
9.1
Open the Podfile
for your Flutter project or add-to-app host project.
For full-Flutter apps, replace the following section:
with:
At the top of the file, also uncomment platform :ios, '9.0'
and set theversion to the lowest of the 2 target’s iOS Deployment Target.
For add-to-app, add to:
Can Clip The Platform Is Not A Clip Platform Movie
with:
9.2
From the command line, enter your Flutter project directory.
cd ios
then
pod install
.
Run
You can now run your App Clip target from Xcode byselecting your App Clip target from the scheme drop-down,selecting an iOS 14 device and pressing run.
To test launching an App Clip from the beginning,also consult Apple’s doc onTesting Your App Clip’s Launch Experience.
Debugging, hot reload
Unfortunately flutter attach
cannot auto-discover the Flutter sessionin an App Clip due to networking permission restrictions.
In order to debug your App Clip and use functionalitieslike hot reload, you must look for the Observatory URIfrom the console output in Xcode after running.
You must then copy paste it back into the flutter attach
command to connect.
For example:
flutter attach --debug-uri <copied URI>