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A similar question was asked about tvOS, my answer at #47928 (comment) is also applicable to watchOS. Substitute "tv" with "watch" as you read 🙂
It would involve code changes in the buildroot, and some changes to Dart and Skia (if we aren't totally off Skia and onto Impeller by then).
Most of the work would be adding an entirely new embedder in the engine, as well as test harnesses. We are working on some refactoring in the Flutter engine that should, in theory, allow more code to be shared between macOS, iOS, and future embedders like tvOS or watchOS. I would also expect some new fresh gotchas around platform view and threading models.
To get it working from flutter_tool and not just Xc…
#15288 is closed now. Is there some basic instructions available so I can test to build simple flutter app for watchOS simulator?
Reacted by Lawrence, Jordan Mosakowski, 1l0, Eliseu Codinhoto, Ryan Knell, AshokGanta, Elias Deuss, Angus Johnston, Nils Reichardt, Akash Gurava and 5 more
Reacted by Allen Wyma, Eliseu Codinhoto, Void48 and Julian Meier
I went through, cleaned up my plugins and enabled bitcode support throughout the project, I still get errors saying that flutter cannot be found and that its not supported.
Flutter should run on an Apple Watch as AFAIK everything it needs to run on iOS is available also in watchOS.
I’ve already developed an application for watchOS with SwiftUI and I was quite impressed on how well it performs without draining the battery. So I think Flutter will also perform quite well on watchOS as it has many similarities with SwiftUI.
@peazz can please you share a bit more detail on how you would link a Flutter iOS App with a Watch OS App (written in Swift) using streams? Do you know of any examples in the App Store where the devs have done this so we can test out the UX of both? (Thanks!)
Obviously this thread is for adding Apple Watch support to Flutter and that will be amazing,
but until that happens, we need to understand if the intermediate step is workable.
One experience I had was, I was able to build/run Flutter on Apple TV, and the only problem that made me discontinue the project was because Plugins (shared_preferences specifically) wasn't work and I didn't have deep knowledge of the Flutter engine to do the necessary changes.
There's been a little work supporting sharing more code between macOS and iOS plugins (#115337) so in theory a plugin could support Apple TV and watchOS as well in a shared iOS/macOS directory, but Flutter tooling doesn't support that right now.
Reacted by Nelson, mono — Masayuki Ono, Pedro Massango, Harish Anbalagan, Bartek Pacia, Marko Filipović, Jesse Johnson and Stanislav K
Activity
Gorniv commentedon Jun 11, 2019
wait #15288
jmagman commentedon Aug 9, 2019
ilkkanisula commentedon Sep 23, 2019
#15288 is closed now. Is there some basic instructions available so I can test to build simple flutter app for watchOS simulator?
peazz commentedon Oct 7, 2019
bump
I went through, cleaned up my plugins and enabled bitcode support throughout the project, I still get errors saying that flutter cannot be found and that its not supported.
zeucxb commentedon Nov 7, 2019
peazz commentedon Dec 22, 2019
You can write a native apple watch app and you can communicate with flutter via streams, you do have to link up the app yourself but it can be done.
sebastianpicklum commentedon Dec 22, 2019
But that’s not a Flutter app on the Watch.
Flutter should run on an Apple Watch as AFAIK everything it needs to run on iOS is available also in watchOS.
I’ve already developed an application for watchOS with SwiftUI and I was quite impressed on how well it performs without draining the battery. So I think Flutter will also perform quite well on watchOS as it has many similarities with SwiftUI.
nelsonic commentedon Dec 23, 2019
@peazz can please you share a bit more detail on how you would link a Flutter iOS App with a Watch OS App (written in Swift) using streams? Do you know of any examples in the App Store where the devs have done this so we can test out the UX of both? (Thanks!)
Obviously this thread is for adding Apple Watch support to Flutter and that will be amazing,
but until that happens, we need to understand if the intermediate step is workable.
sebastianpicklum commentedon Dec 23, 2019
It’s done the same way a native iPhone app is linked with a Watch app. You just use streams to route payloads from/to Flutter.
[-]Flutter support for Apple Watch[/-][+]Flutter documentation support for Apple Watch[/+]41 remaining items
Rexios80 commentedon Jan 26, 2023
@pedromassango
Specifically mentions Apple Watch: https://github.com/flutter/flutter/wiki/Roadmap#non-goals
Relevant: https://github.com/flutter/flutter/wiki/Popular-issues#apple-carplay--android-auto-support-26801
jmagman commentedon Jan 30, 2023
Plugins are a pain point for custom embedders. For example the eLinux embedder made their own plugins: https://github.com/sony/flutter-elinux-plugins
Example camera plugin:
https://github.com/sony/flutter-elinux-plugins/blob/584bb07788a2ee2472b8331c97d2c717d9149cf2/packages/camera/pubspec.yaml#L20-L21
Tooling code that parses it: https://github.com/sony/flutter-elinux/blob/51a1d685901f79fbac51665a967c3a1a789ecee5/lib/elinux_plugins.dart#L76
There's been a little work supporting sharing more code between macOS and iOS plugins (#115337) so in theory a plugin could support Apple TV and watchOS as well in a shared iOS/macOS directory, but Flutter tooling doesn't support that right now.
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