Compatibility of Flutter with Car Play and Android Auto - flutter

I developed an app on Flutter and I'm looking at a way to link it with Car Play and Android Auto. For my understanding Flutter is not compatible yet. Anyone know if it will be in the future (if yes, when we should expect this)? Is there any turnaround I can look into?

Flutter Apps are now compatible with Apple CarPlay!
flutter_carplay aims to make it safe to use apps made with Flutter in the car by integrating with CarPlay. CarPlay takes the things you want to do while driving and puts them on the car’s built-in display. Currently, it supports only iOS 14.0+.
Feel free to like, star, comment, share, and contribute to support more!
In pub.dev: https://pub.dev/packages/flutter_carplay
GitHub: https://github.com/oguzhnatly/flutter_carplay

Flutter has yet to have Car Play and Android Auto support as of this writing. As previously mentioned in the comments, it's best to keep track for its updates in this GitHub thread.

I got audio app working on carplay easily enough. Based on
https://pub.dev/packages/flutter_radio_player/example
And then using my apple developer account, setting entitlements to allow carplay, basically. I cam add details if requested. Also, I used a mac/xcode to check things worked etc.
Android auto I can't yet get working.. funny that!

Related

How to modify UI in notification flutter?

I'm making a music player application by following this tutorial using packages from
audio_service: ^0.18.4
just_audio: ^0.9.20
the music player app runs smoothly, but I want to add a button in the notification view section, is there a way to do it?
if must be write in native Android side, there is documentation maybe? thanks
I'm not a flutter expert, but I believe installing a third-party library would give you an answer, more specifically the awesome notifications 's Notifications with action buttons section.
I've found this website and this video, which in my opinion is very useful. The reason behind this is that I learned based on this video too and was able to make awesome things, so I think it could help you too!
https://www.youtube.com/watch?v=JAq9fVn3X7U
https://pub.dev/packages/awesome_notifications
I believe their discord server (mentioned in the above article) has a very helpful community, I think you could get a more professionally appropriate answer than from me.

Flutter Basics (write once, run anywhere?)

Hi stack overflow community,
I'm a novice programmer in high school and have never written an app for mobile devices before so please bear with me. If I was to write an app using Flutter, will I only be required to write the code once and then be able to distribute different versions of it (iOS, macOS, Windows, Linux, Android, etc)? Or will I need to make small changes for each version such as using XCode to create the iOS version and Android Studio for the Android version? I know this is such a basic question but I've spent a couple of hours looking this stuff up and I'm still confused. Any help would be nice.
Thanks,
Daniel
In a product development environment, after writing the cross-platform code with Flutter, there are some need-to-do tasks related to Native environment.
In the case of Android, there are several cases when you'll need to touch the Native level such as config Firestore settings, Social authentication (Login with Facebook for example), changing the launch icons/ splash screen of the app or publishing to app store, etc
For iOS, the same case apply as well. So I suggest you start with small steps to develop the app first, then when running into something that seems impossible with just Flutter code, there are tutorials and SO to guide you through. It might seem overwhelmed at first, but we are all on a journey, so no need to rush it ;)
You should make small changes too. For eg when adding launcher icons and splash screen you have to edit the respective native folders. When distributing for ios you need to manually customize its Runner from xcode. There are many library that support either android only or ios only. In that case if you need that feature you have to make changes in native code like java ans swift.
if you're creating your own native plugins, you will have unique code to write. But if you're just using things out of pub, almost nothing will require change (unless you are publishing to the store).

Want to develop mini program with Flutter

Can Flutter dev mini-app or not? Like Wechat mini-app. Cos I dont want dev Native app. Spend a lot time. Mini-app is easier to dev.printf("%d\n", 42);
Flutter is a totally different thing from a "mini-app". Flutter is mobile application development SDK for iOS and Android while the latter is just a tool/service (more like wordpress).
Mini-app sounds like a massive privacy invasion. You are asking users to join another application ecosystem to just use your app.
You should list all of your requirements to see whether or not you need it.
Edit:
Developers are working to reduce build sizes for android instant.
https://github.com/flutter/flutter/issues/16833

Difference between two similar Goodle Unity Ads plugins

Tere is a two plugins for Unity from Google for having Ads in your app.
First, based on firebase and provided via google play services:
https://github.com/googleads/googleads-mobile-unity
Second one, also well-updated, used by some people plugin for similar purposes as as well as first plugin.
https://github.com/unity-plugins/Unity-Admob
I am new in Ads in Unity3d, and I want to make it clear, what is the difference between them ?
I think someone can give a proper answer.
Maybe this can help.
Should we prefer AdMob in Google Play services compared to "old" AdMob SDK
But I think to read more their docs and choose, is best solution to choose.
I checked https://github.com/unity-plugins/Unity-Admob project and as you may check also in the doc there is no way for you to set the applicationID.
Google Ads cannot play without that ID. Also that plugin would try to take storage and WiFi access and as we know this is not needed for Admob.
I suggest you better use https://github.com/googleads/googleads-mobile-unity which is a official plugin at the moment.

Flash iOS applications

I am currently building an iOS application with flash CS5 and I would need some help with a couple of the features:
Is it possible to add in-app purchases? If yes, how does that work?
Is it possible to add iAd advertising to the app? If so, how? If not, is there any good alternative that works with flash?
How can I save data from within the app so it will be there eaten if the user restarts the app and even the device (like for a headboard and such)?
Any help is highly appreciated!!! :D
If it were a few months ago. Then answer would be an unequivocal no. However, presently, the answer is "perhaps" (or if you are an optimist, "probably"). With the release of Air 3.0, it now supports Native Extensions. These extensions are native code that have a wrapper API around them so that they can be compiled in with and called from an Air application.
In fact, I decided to look around real quick while researching for this answer and found a repo where it looks like somebody has implemented in-app purchases via a ANE. But I haven't tested this extension personally, but it may be a good starting point to see how it is implemented.
The reason you wont find too much information about ANE's yet is because they were only recently supported in the Air 3.0 update that happened last month. They are currently unsupported in Flash CS5 (or 5.5) or Flash Builder 4.5. They are supported in Flash Builder 4.6, which is currently in a closed beta. But you might be able to sneak in still, and it should be released soon.
The biggest "drawback" is that these extensions need to be developed in the native format for the device you are targeting. So that means, if you want to make an iOS extension, then you are writing it in Objective-C and xcode on a mac.
Pretty much the same answer as before. It should be possible with a ANE. But I haven't found any examples of anybody doing it yet.
It is very simple to save data/state to the device. You'll want to look into the SharedObject.getLocal() method if you want to the LSO. Or you can just use low-level File writing. Check out File.applicationStorageDirectory. For sensitive information that should be encrypted into into the EncryptedLocalStore class, which I believe is supported on iOS but not on Android.
All of these should provide a good way for you to persist data between application sessions.
With AIR 3 you can now use native extensions to call into the native platform code to achieve the functionality not provided by AIR Actionscript APIs. To answer your questions.
in app purchase. I have a sample at http://code.google.com/p/in-app-purchase-air-ios
iAd. I have a sample at http://code.google.com/p/iad-air-ios/
As others have already answered use local shared objects.