Flutter App Introduction with User Interaction - flutter

I would like to create an Animated App Walkthrough however I don't want something like Onboarding Screen.Let me give you an example to make it clear what I wanted :
For Example assume user login the app for the first time then the user needs to follow some instructions in order to learn the basics and unknown things of the app. So rather than a simple image or animation at Onboarding Screen, I want user to interact(touch) the shown places on the app.
Also , I look at flare where I could create animation but I couldnt find how to add interaction which I exactly want.

The Material Design solution to this problem is Feature Discovery.
There is a package for this on Pub called feature_discovery.
The following content was removed.
There are not any standalone implementations in the form of plugins for Flutter that I am aware of available at the moment. However, there is an open source implementation created by Matthew Carrol, which was published on GitHub.
Alongside the code, he created an in-depth video tutorial showing and explaining the creation process: https://youtu.be/Xm0ELlBtNWM.

Related

Flutter Onboarding User Walkthrough

I've seen a lot of flutter packages for onboarding users which are basically no more than just a slide deck. For example here is one: https://pub.dev/packages/introduction_screen
However, I am looking for something a bit more interactive. I'd like for the user to follow along with the tutorial. I've seen onboarding handled this way in a lot of websites, such as seen below:
Is there a pre-built package or easy way to mimic this type of interactive, user onboarding process in flutter?
Thanks in advance.
There is a package tutorial_coach_mark: that you can use to create a beautiful and easy tutorial for your application. It'll help you in a more interactive onboarding.
Check it out here: https://pub.dev/packages/tutorial_coach_mark
There is also another package: highlighter_coachmark:
but it might not be null safe.
If you don't want to rely on external packages, I'll recommend looking up this answer

Which is the better way to white-label a flutter app

I have one project that I have to sell to another clients, so I wanna found a way to unify the code to, when I release some updates, I have to manipulate only one code (and, of course, keeping the specificities from each one)
I found an article HERE which the guy creates a new folder named 'config' and set some variables there to be used in the parent project. I tried this but find out that would be very tough to do because the first app was developed specifically by one client, and with it I would need so much time to make all the aspects dynamic... Another problem is firebase, in first app I used firebase but in the second i won't. How to make it possible?
And in this article they say about 'flavours' that can be used to do something similar.
Someone knows about this approaches or there is another to reach my goal? With flavours I will have less re-factor than with config?
I appreciate any help
A third way to do this with no client specific app configuration is to make an api call to get back your client specific theme, and then set the flutter theme based on this.
If you need web support see below:
First update your assets in index.html that aren't white labeled, leaving stubs in their place that we'll fill in later. i.e.
Next show a nice loading indicator while flutter loads. To do this, just put the html for it in the body element of the index.html file.
Finally update the webpage title and favicon using javascript inside Flutter. I used package
universal_html: 2.0.8
https://pub.dev/packages/universal_html
then you can update the favicon
import 'package:universal_html/html.dart';
var favicon = document.getElementById('favicon');
favicon?.setAttribute('href','insertLinkToYourImage');
Updating the title can be accomplished in various normal ways like just setting the title attribute of a MaterialApp widget.

How to create a list and when you click on one of its members it moves it to the list of favorites

I want something like a list so that when I press on a button, the list item moves to another list called Favorites.
This is done in one of the Flutter getting started Codelabs. Check Link
This is a very broad question, so I'll describe some general guidelines:
First, make sure you got a basic understanding of Flutter's widgets model. For this, there are several videos on YouTube or Codelabs by Google.
The next step would be to think about state management.
At Google I/O there was an example of a Shopping Cart app that pretty much resembles your requirements.
You may also want to check out the source code of that app on Github.

Appinventor: How to set button/label visible after certain date has passed

I tried to add some function to an app i am creating and started a new project for it.
I want to display or hide a button after a certain (set) date has passed.
But I cannot get it to work.
(I am also not a programmer, I search the web, watch youtube and just try to play/edit with blocks to get it to work, but i am stuck now)
Appinventor Blocks Screen
see also the documentation of the clock component and its methods here http://ai2.appinventor.mit.edu/reference/components/sensors.html#Clock
A very good way to learn App Inventor is to read the free Inventor's Manual here in the AI2 free online eBook http://www.appinventor.org/book2 ... the links are at the bottom of the Web page. The book 'teaches' users how to program with AI2 blocks.
There is a free programming course here http://www.appinventor.org/content/CourseInABox/Intro and the aia files for the projects in the book are here: http://www.appinventor.org/bookFiles
How to do a lot of basic things with App Inventor are described here: http://www.appinventor.org/content/howDoYou/eventHandling .
Also do the tutorials http://appinventor.mit.edu/explore/ai2/tutorials.html to learn the basics of App Inventor, then try something and follow the Top 5 Tips: How to learn App Inventor

Facebook/Unity SDK basics

I have some basic questions that I couldn't figure out after searching for quite some time now. All tutorials and guides I've come across have the code already set up and I can't find them of much use. For instance, the Friend Smash example has the code integrated with buttons and other scripts that I can't use it in my own game.
I used Parse to upload my game and test it on facebook and it's working fine, but I want to add the social features to it (login, share, score etc.)
Picking up the code snippets that I'm supposed to use either brings me up errors (undefined variables etc.) or messes things up (I get the not-working, bugged login window on top of the running game inside Unity, while nothing happens if I build and run it).
Where am I supposed to put the code? For example:
https://developers.facebook.com/docs/unity/reference/current/FB.Init
In the "Example" part, where am I supposed to put this line?
FB.Init(SetInit, OnHideUnity);
Same thing here:
https://developers.facebook.com/docs/unity/reference/current/FB.Feed
If I use the "Example" code as it is I get errors.
Do I have to use specific names for the scripts?
This is my first time uploading a game and trying to add social features to it so these questions may seem simple, but I couldn't find an answer anywhere.
You should create your own class instead of "Example" class, where you put all your Facebook specific functions. Then you should invoke your methods with your own components, buttons, triggers, whatever.
It is also you, who should take care of pausing the game while running social functions (login, share etc.).