arkit_plugin

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Description:

arkit plugin

Note: ARKit is only supported by mobile devices with A9 or later processors (iPhone 6s/7/SE/8/X, iPad 2017/Pro) on iOS 11 and newer. For some features iOS 12 or newer is required. Flutter >=3.19.0 supports iOS 12.0 and newer, if iOS 11 support is needed use the plugin version before 1.1.0.
Usage #
Add dependency #
Follow the installation instructions from Dart Packages site.
Update Info.plist #
ARKit uses the device camera, so do not forget to provide the NSCameraUsageDescription. You may specify it in Info.plist like that:
<key>NSCameraUsageDescription</key>
<string>Describe why your app needs AR here.</string>
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Update Podfile #
At the top level of the ios folder uncomment the second line in the Podfile and change the iOS minimum version from 9.0 to the appropriate one.
The minimum supported iOS version is 12.0. For body tracking minimum version must be 13.0.
From:
# platform :ios, '9.0'
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To:
platform :ios, '12.0'
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NOTE: If when running for the first time you get a cocoapods error, delete the Podfile.lock file in the ios folder. Open the ios folder in the terminal and run:
pod install
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Write the app #
The simplest code example:
import 'package:flutter/material.dart';
import 'package:arkit_plugin/arkit_plugin.dart';
import 'package:vector_math/vector_math_64.dart';

void main() => runApp(MaterialApp(home: MyApp()));

class MyApp extends StatefulWidget {
@override
_MyAppState createState() => _MyAppState();
}

class _MyAppState extends State<MyApp> {
late ARKitController arkitController;

@override
void dispose() {
arkitController.dispose();
super.dispose();
}

@override
Widget build(BuildContext context) => Scaffold(
appBar: AppBar(title: const Text('ARKit in Flutter')),
body: ARKitSceneView(onARKitViewCreated: onARKitViewCreated));

void onARKitViewCreated(ARKitController arkitController) {
this.arkitController = arkitController;
final node = ARKitNode(
geometry: ARKitSphere(radius: 0.1), position: Vector3(0, 0, -0.5));
this.arkitController.add(node);
}
}
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Result:

Examples #
I would highly recommend to review the sample from the Example folder inside the plugin. Some samples rely on this Earth image



Name
Description
Link
Demo




Hello World
The simplest scene with different geometries.
code
twitter


Check configuration
Shows which kinds of AR configuration are supported on the device
code



Earth
Sphere with an image texture and rotation animation.
code
twitter


Tap
Sphere which handles tap event.
code
twitter


Midas
Turns walls, floor, and Earth itself into gold by tap.
code
twitter


Plane Detection
Detects horizontal plane.
code
twitter


Distance tracking
Detects horizontal plane and track distance on it.
code
twitter


Measure
Measures distances
code
twitter


Physics
A sphere and a plane with dynamic and static physics
code
twitter


Image Detection
Detects Earth photo and puts a 3D object near it.
code
twitter


Network Image Detection
Detects Mars photo and puts a 3D object near it.
code



Custom Light
Hello World scene with a custom light spot.
code



Light Estimation
Estimates and applies the light around you.
code
twitter


Custom Object
Place custom object on plane with coaching overlay.
code
twitter


Load .gltf .glb
Load .gltf or .glb from the Flutter assets or the Documents folder.
code



Occlusion
Spheres which are not visible after horizontal and vertical planes.
code
twitter


Manipulation
Custom objects with pinch and rotation events.
code
twitter


Face Tracking
Face mask sample.
code
twitter


Body Tracking
Dash that follows your hand.
code
twitter


Panorama
360 photo.
code
twitter


Video
360 video.
code
twitter


Custom Animation
Custom object animation. Port of https://github.com/eh3rrera/ARKitAnimation
code
twitter


Widget Projection
Flutter widgets in AR
code
twitter


Real Time Updates
Calls a function once per frame
code



Snapshot
Make a photo of AR content
code




If you prefer video here is a playlist with "AR in Flutter" videos:

UX advice #
You might want to check the device capabilities before establishing an AR session. Review the Check Support sample for the implementation details.
If your app requires placing objects consider using coaching overlays. Review the Custom Object sample for the implementation details.
Before you go to AppStore #
The plugin supports TrueDepth API. In case you didn't use it, your app will be rejected by Apple. Hence you need to remove any TrueDepth functionality by modifying your Podfile file
post_install do |installer|
installer.pods_project.targets.each do |target|
target.build_configurations.each do |config|
... # Here are some configurations automatically generated by flutter

config.build_settings['OTHER_SWIFT_FLAGS'] = '-DDISABLE_TRUEDEPTH_API'
end
end
end
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FAQ #

Is it possible to use this plugin on Android?
No, as ARKit is not available on Android. You might want to try ARCore plugin instead.
My app crashes when I open the AR scene several times. Why?
Most probably that's because you didn't call dispose method on the ARKit controller.
One of the features I need is merged in the repository, but is not available on pub.dev. How can I use the latest version?
You may use the latest version by changing the pubspec.yaml dependency to:

dependencies:
arkit_plugin:
git: git://github.com/olexale/arkit_flutter_plugin.git
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Contributing #
If you find a bug or would like to request a new feature, just open an issue. Your contributions are always welcome!

License:

For personal and professional use. You cannot resell or redistribute these repositories in their original state.

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