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A starter game in Flutter with all the bells and whistles
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of a mobile (iOS & Android) game including the following features:
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- sound
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- music
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- main menu screen
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- settings
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- ads (AdMob)
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- in-app purchases
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- games services (Game Center & Google Play Games Services)
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- crash reporting (Firebase Crashlytics)
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# Getting started
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The game compiles and works out of the box. It comes with things
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like a main menu, a router, a settings screen, and audio.
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When building a new game, this is likely everything you first need.
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When you're ready to enable more advanced integrations, like ads
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and in-app payments, read the _Integrations_ section below.
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# Development
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To run the app in debug mode:
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flutter run
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This assumes you have an Android emulator,
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iOS Simulator, or an attached physical device.
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It is often convenient to develop your game as a desktop app.
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For example, you can run `flutter run -d macOS`, and get the same UI
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in a desktop window on a Mac. That way, you don't need to use a
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simulator/emulator or attach a mobile device. This template supports
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desktop development by disabling integrations like AdMob for desktop.
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## Code organization
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Code is organized in a loose and shallow feature-first fashion.
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In `lib/src`, you'll therefore find directories such as `ads`, `audio`
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or `main_menu`. Nothing fancy, but usable.
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```
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lib
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├── src
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│ ├── ads
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│ ├── app_lifecycle
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│ ├── audio
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│ ├── crashlytics
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│ ├── game_internals
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│ ├── games_services
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│ ├── in_app_purchase
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│ ├── level_selection
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│ ├── main_menu
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│ ├── play_session
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│ ├── player_progress
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│ ├── settings
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│ ├── style
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│ └── win_game
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├── ...
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└── main.dart
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```
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The state management approach is intentionally low-level. That way, it's easy to
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take this project and run with it, without having to learn new paradigms, or having
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to remember to run `flutter pub run build_runner watch`. You are,
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of course, encouraged to use whatever paradigm, helper package or code generation
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scheme that you prefer.
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## Building for production
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To build the app for iOS (and open Xcode when finished):
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```bash
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flutter build ipa && open build/ios/archive/Runner.xcarchive
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```
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To build the app for Android (and open the folder with the bundle when finished):
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```bash
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flutter build appbundle && open build/app/outputs/bundle/release
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```
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While the template is meant for mobile games, you can also publish
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for the web. This might be useful for web-based demos, for example,
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or for rapid play-testing. The following command requires installing
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[`peanut`](https://pub.dev/packages/peanut/install).
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```bash
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flutter pub global run peanut \
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--web-renderer canvaskit \
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--extra-args "--base-href=/name_of_your_github_repo/" \
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&& git push origin --set-upstream gh-pages
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```
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The last line of the command above automatically pushes
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your newly built web game to GitHub pages, assuming that you have
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that set up.
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# Integrations
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The more advanced integrations are disabled by default. For example,
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achievements aren't enabled at first because you, the developer,
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have to set them up (the achievements need to exist in App Store Connect
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and Google Play Console before they can be used in the code).
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This section includes instructions on how to enable
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any given integration.
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Some general notes:
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- Change the package name of your game
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before you start any of the deeper integrations.
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[StackOverflow has instructions](https://stackoverflow.com/a/51550358/1416886)
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for this, and the [`rename`](https://pub.dev/packages/rename) tool
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(on pub.dev) automates the process.
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- The guides below all assume you already have your game
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registered in [Google Play Console][] and in Apple's
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[App Store Connect][].
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## Ads
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Ads are implemented using the official `google_mobile_ads` package
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and are disabled by default.
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```dart
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// TODO: When ready, uncomment the following lines to enable integrations.
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AdsController? adsController;
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// if (!kIsWeb && (Platform.isIOS || Platform.isAndroid)) {
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// /// Prepare the google_mobile_ads plugin so that the first ad loads
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// /// faster. This can be done later or with a delay if startup
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// /// experience suffers.
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// adsController = AdsController(MobileAds.instance);
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// adsController.initialize();
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// }
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```
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The `AdsController` code in`lib/main.dart` is `null` by default,
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so the template gracefully falls back to not showing ads
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on desktop.
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You can find the code relating to ads in `lib/src/ads/`.
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To enable ads in your game:
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1. Go to [AdMob][] and set up an account.
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This could take a significant amount of time because you need to provide
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banking information, sign contracts, and so on.
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2. Create two _Apps_ in [AdMob][]: one for Android and one for iOS.
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3. Get the AdMob _App IDs_ for both the Android app and the iOS app.
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You can find these in the _App settings_ section. They look
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something like `ca-app-pub-1234567890123456~1234567890`
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(note the tilde between the two numbers).
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4. Open `android/app/src/main/AndroidManifest.xml`, find the `<meta-data>`
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entry called `com.google.android.gms.ads.APPLICATION_ID`,
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and update the value with the _App ID_ of the Android AdMob app
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that you obtained in the previous step.
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```xml
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<meta-data
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android:name="com.google.android.gms.ads.APPLICATION_ID"
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android:value="ca-app-pub-1234567890123456~1234567890"/>
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```
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5. Open `ios/Runner/Info.plist`, find the
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entry called `GADApplicationIdentifier`,
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and update the value with the _App ID_ of the iOS AdMob app.
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```xml
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<key>GADApplicationIdentifier</key>
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<string>ca-app-pub-1234567890123456~0987654321</string>
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```
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6. Back in [AdMob][], create an _Ad unit_ for each of the AdMob apps.
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This asks for the Ad unit's format (Banner, Interstitial, Rewarded).
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The template is set up for a Banner ad unit, so select that if you
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want to avoid making changes to the code in `lib/src/ads`.
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7. Get the _Ad unit IDs_ for both the Android app and the iOS app.
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You can find these in the _Ad units_ section. They look
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something like `ca-app-pub-1234567890123456/1234567890`
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(yes, the format is very similar to _App ID_; note the slash
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between the two numbers).
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8. Open `lib/src/ads/ads_controller.dart` and update the values
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of the _Ad unit_ IDs there.
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```dart
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final adUnitId = defaultTargetPlatform == TargetPlatform.android
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? 'ca-app-pub-1234567890123456/1234567890'
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: 'ca-app-pub-1234567890123456/0987654321';
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```
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9. Uncomment the code relating to ads in `lib/main.dart`,
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and add the following two imports:
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```dart
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import 'dart:io';
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import 'package:google_mobile_ads/google_mobile_ads.dart';
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```
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10. Register your test devices
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in [AdMob][]'s _Settings_ → _Test devices_ section.
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[AdMob]: https://admob.google.com/
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The game template defines a sample AdMob _app ID_ and two sample _Ad unit ID_s.
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These allow you to test your code without getting real
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IDs from AdMob, but this "feature" is sparsely documented and only meant
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for hello world projects.
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The sample IDs **won't** work for published games.
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If you feel lost at any point, a full [AdMob for Flutter walk-through][]
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is available on Google AdMob's documentation site.
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[AdMob for Flutter walk-through]: https://developers.google.com/admob/flutter/quick-start
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If you want to implement more AdMob formats (such as Interstitial ads),
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a good place to start are the examples in
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[`package:google_mobile_ads`](https://pub.dev/packages/google_mobile_ads).
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## Audio
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Audio is enabled by default and ready to go. You can modify code
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in `lib/src/audio/` to your liking.
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You can find some music
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tracks in `assets/music` — these are Creative Commons Attribution (CC-BY)
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licensed, and are included in this repository with permission. If you decide
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to keep these tracks in your game, please don't forget to give credit
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to the musician, [Mr Smith][].
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[Mr Smith]: https://freemusicarchive.org/music/mr-smith
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The repository also includes a few sound effect samples in `assets/sfx`.
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These are public domain (CC0) and you will almost surely want to replace
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them because they're just recordings of a developer doing silly sounds
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with their mouth.
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## Crashlytics
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Crashlytics integration is disabled by default. But even if you don't
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enable it, you might find code in `lib/src/crashlytics` helpful.
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It gathers all log messages and errors, so that you can, at the very least,
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print them to the console.
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When enabled, this integration is a lot more powerful:
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- Any crashes of your app are sent to the Firebase Crashlytics console.
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- Any uncaught exception thrown anywhere in your code is captured
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and sent to the Firebase Crashlytics console.
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- Each of these reports includes the following information:
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- Error message
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- Stack trace
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- Device model, orientation, RAM free, disk free
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- Operating system version
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- App version
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- In addition, log messages generated anywhere in your app
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(and from packages you use) are recorded in memory,
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and are sent alongside the reports. This means that you can
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learn what happened before the crash or exception
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occurred.
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- Also, any generated log message with `Level.severe` or above
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is also sent to Crashlytics.
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- You can customize these behaviors in `lib/src/crashlytics`.
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To enable Firebase Crashlytics, do the following:
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1. Create a new project in
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[console.firebase.google.com](https://console.firebase.google.com/).
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Call the Firebase project whatever you like; just **remember the name**.
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You don't need to enable Analytics in the project if you don't want to.
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2. [Install `firebase-tools`](https://firebase.google.com/docs/cli?authuser=0#setup_update_cli)
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on your machine.
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3. [Install `flutterfire` CLI](https://firebase.flutter.dev/docs/cli#installation)
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on your machine.
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4. In the root of this project (the directory containing `pubspec.yaml`),
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run the following:
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- `flutterfire configure`
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- This command asks you for the name of the Firebase project
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that you created earlier, and the list of target platforms you support.
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As of April 2022, only `android` and `ios` are fully
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supported by Crashlytics.
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- The command rewrites `lib/firebase_options.dart` with
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the correct code.
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5. Go to `lib/main.dart` and uncomment the lines that relate to Crashlytics.
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You should now be able to see crashes, errors, and
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severe log messages in
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[console.firebase.google.com](https://console.firebase.google.com/).
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To test, add a button to your project, and throw whatever
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exception you like when the player presses it.
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```dart
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TextButton(
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onPressed: () => throw StateError('whoa!'),
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child: Text('Test Crashlytics'),
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)
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```
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## Games Services (Game Center & Play Games Services)
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Games Services (like achievements and leaderboards) are implemented by the
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[`games_services`](https://pub.dev/packages/games_services) package,
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and are disabled by default.
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To enable games services, first set up _Game Center_ on iOS
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and _Google Play Games Services_ on Android.
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To enable _Game Center_ (GameKit) on iOS:
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1. Open your Flutter project in Xcode (`open ios/Runner.xcodeproj`).
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2. Select the root _Runner_ project and go to the _Signing & Capabilities_ tab.
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3. Click the `+` button to add _Game Center_ as a capability.
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You can close Xcode now.
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4. Go to your app in [App Store Connect][] and set up _Game Center_
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in the _Features_ section. For example, you might want to set up
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a leaderboard and several achievements.
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Take note of the IDs of the leaderboards and achievements you create.
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[App Store Connect]: https://appstoreconnect.apple.com/
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To enable _Play Games Services_ on Android:
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1. Go to your app in [Google Play Console][].
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2. Select _Play Games Services_ → _Setup and management_ →
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_Configuration_ from the navigation menu and follow their instructions.
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* This takes a significant amount of time and patience.
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Among other things, you'll need to set up an OAuth consent
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screen in Google Cloud Console.
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If at any point you feel lost,
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consult the official [Play Games Services guide][].
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3. When done, you can start adding leaderboards and achievements
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in _Play Games Services_ → _Setup and management_.
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Create the exact same set as you did on the iOS side.
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Make note of IDs.
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4. Go to _Play Games Services_ → _Setup and management_ →
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Publishing, and click _'Publish'_. Don't worry, this doesn't
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actually publish your game. It only publishes the achievements
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and leaderboard. Once a leaderboard, for example, is published
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this way, it cannot be unpublished.
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5. Go to _Play Games Services_ →
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_Setup and management_ → _Configuration_ →
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_Credentials_. Find a button that says _'Get resources'_.
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You get an XML file with the _Play Games Services_ IDs.
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```xml
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<?xml version="1.0" encoding="utf-8"?>
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<!--Google Play game services IDs. Save this file as res/values/games-ids.xml in your project.-->
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<resources>
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<!--app_id-->
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<string name="app_id" translatable="false">424242424242</string>
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<!--package_name-->
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<string name="package_name" translatable="false">dev.flutter.tictactoe</string>
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<!--achievement First win-->
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<string name="achievement_first_win" translatable="false">sOmEiDsTrInG</string>
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<!--leaderboard Highest Score-->
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|
<string name="leaderboard_highest_score" translatable="false">sOmEiDsTrInG</string>
|
|
|
|
</resources>
|
|
|
|
```
|
|
|
|
6. Replace the file at `android/app/src/main/res/values/games-ids.xml`
|
|
|
|
with the XML you received in the previous step.
|
|
|
|
|
|
|
|
[Google Play Console]: https://play.google.com/console/
|
|
|
|
[Play Games Services guide]: https://developers.google.com/games/services/console/enabling
|
|
|
|
|
|
|
|
Now that you have set up _Game Center_ and _Play Games Services_,
|
|
|
|
and have your achievement & leaderboard IDs ready, it's finally Dart time.
|
|
|
|
|
|
|
|
1. Open `lib/src/games_services/games_services.dart` and edit the leaderboard
|
|
|
|
IDs in the `showLeaderboard()` function.
|
|
|
|
|
|
|
|
```dart
|
|
|
|
// TODO: When ready, change both these leaderboard IDs.
|
|
|
|
iOSLeaderboardID: "some_id_from_app_store",
|
|
|
|
androidLeaderboardID: "sOmE_iD_fRoM_gPlAy",
|
|
|
|
```
|
|
|
|
2. The `awardAchievement()` function in the same file takes the IDs
|
|
|
|
as arguments. You can therefore call it from anywhere
|
|
|
|
in your game like this:
|
|
|
|
|
|
|
|
```dart
|
|
|
|
final gamesServicesController = context.read<GamesServicesController?>();
|
|
|
|
await gamesServicesController?.awardAchievement(
|
|
|
|
iOS: 'an_achievement_id',
|
|
|
|
android: 'aNaChIeVeMenTiDfRoMgPlAy',
|
|
|
|
);
|
|
|
|
```
|
|
|
|
|
|
|
|
You might want to attach the achievement IDs to levels, enemies,
|
|
|
|
places, items, and so on. For example, the template has levels
|
|
|
|
defined in `lib/src/level_selection/levels.dart` like so:
|
|
|
|
|
|
|
|
```dart
|
|
|
|
GameLevel(
|
|
|
|
number: 1,
|
|
|
|
difficulty: 5,
|
|
|
|
achievementIdIOS: 'first_win',
|
|
|
|
achievementIdAndroid: 'sOmEtHinG',
|
|
|
|
),
|
|
|
|
```
|
|
|
|
|
|
|
|
That way, after the player reaches a level, we check if the level
|
|
|
|
has non-null achievement IDs, and if so, we call `awardAchievement()`
|
|
|
|
with those IDs.
|
|
|
|
3. Uncomment the code relating to games services in `lib/main.dart`.
|
|
|
|
|
|
|
|
```dart
|
|
|
|
// TODO: When ready, uncomment the following lines.
|
|
|
|
|
|
|
|
GamesServicesController? gamesServicesController;
|
|
|
|
// if (!kIsWeb && (Platform.isIOS || Platform.isAndroid)) {
|
|
|
|
// gamesServicesController = GamesServicesController()
|
|
|
|
// // Attempt to log the player in.
|
|
|
|
// ..initialize();
|
|
|
|
// }
|
|
|
|
```
|
|
|
|
|
|
|
|
If at any point you feel lost, there's a [How To][] guide written by the author
|
|
|
|
of `package:games_services`. Some of the guide's instructions and screenshots
|
|
|
|
are slightly outdated (for example, _iTunes Connect_ has been renamed to _App Store Connect_
|
|
|
|
after the article was published) but it's still an excellent resource.
|
|
|
|
|
|
|
|
[How To]: https://itnext.io/how-to-integrate-gamekit-and-google-play-services-flutter-4d3f4a4a2f77
|
|
|
|
|
|
|
|
|
|
|
|
## In-app purchases
|
|
|
|
|
|
|
|
In-app purchases are implemented using the official
|
|
|
|
[`in_app_purchase`](https://pub.dev/packages/in_app_purchase) package.
|
|
|
|
The integration is disabled by default.
|
|
|
|
|
|
|
|
To enable in-app purchases on Android:
|
|
|
|
|
|
|
|
1. Upload the game to [Google Play Console][],
|
|
|
|
to the Closed Testing track.
|
|
|
|
- Since the game already
|
|
|
|
depends on `package:in_app_purchase`, it signals itself to the
|
|
|
|
Play Store as a project with in-app purchases.
|
|
|
|
- Releasing to Closed Testing triggers a review process,
|
|
|
|
which is a prerequisite for in-app purchases to work.
|
|
|
|
The review process can take several days and until it's complete,
|
|
|
|
you can't move on with the Android side of things.
|
|
|
|
2. Add an in-app product in _Play Console_ → _Monetize_ →
|
|
|
|
_In-app products_. Come up with a product ID (for example,
|
|
|
|
`ad_removal`).
|
|
|
|
3. While still in Play Console, _activate_ the in-app product.
|
|
|
|
|
|
|
|
To enable in-app purchases on iOS:
|
|
|
|
|
|
|
|
1. Make sure you have signed the _Paid Apps Agreement_
|
|
|
|
in [App Store Connect][].
|
|
|
|
2. While still in App Store Connect, go to _Features_ →
|
|
|
|
_In-App Purchases_, and add a new in-app purchase
|
|
|
|
by clicking the `+` button.
|
|
|
|
Use the same product ID you used on the Android side.
|
|
|
|
3. Follow instructions on how to get the in-app purchase approved.
|
|
|
|
|
|
|
|
Now everything is ready to enable the integration in your Dart code:
|
|
|
|
|
|
|
|
1. Open `lib/src/in_app_purchase/ad_removal.dart` and change `productId`
|
|
|
|
to the product ID you entered in Play Console and App Store Connect.
|
|
|
|
|
|
|
|
```dart
|
|
|
|
/// The representation of this product on the stores.
|
|
|
|
static const productId = 'remove_ads';
|
|
|
|
```
|
|
|
|
|
|
|
|
- If your in-app purchase is not an ad removal, then create a class
|
|
|
|
similar to the template's `AdRemovalPurchase`.
|
|
|
|
- If you created several in-app purchases, you need to modify
|
|
|
|
the code in `lib/src/in_app_purchase/in_app_purchase.dart`.
|
|
|
|
By default, the template only supports one in-app purchase.
|
|
|
|
2. Uncomment the code relating to in-app purchases in `lib/main.dart`.
|
|
|
|
|
|
|
|
```dart
|
|
|
|
// TODO: When ready, uncomment the following lines.
|
|
|
|
|
|
|
|
InAppPurchaseController? inAppPurchaseController;
|
|
|
|
// if (!kIsWeb && (Platform.isIOS || Platform.isAndroid)) {
|
|
|
|
// inAppPurchaseController = InAppPurchaseController(InAppPurchase.instance)
|
|
|
|
// // Subscribing to [InAppPurchase.instance.purchaseStream] as soon
|
|
|
|
// // as possible in order not to miss any updates.
|
|
|
|
// ..subscribe();
|
|
|
|
// // Ask the store what the player has bought already.
|
|
|
|
// inAppPurchaseController.restorePurchases();
|
|
|
|
// }
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
If at any point you feel lost, check out the official
|
|
|
|
[Adding in-app purchases to your Flutter app](https://codelabs.developers.google.com/codelabs/flutter-in-app-purchases#0)
|
|
|
|
codelab.
|
|
|
|
|
|
|
|
|
|
|
|
## Settings
|
|
|
|
|
|
|
|
The settings page is enabled by default, and accessible both
|
|
|
|
from the main menu and the "gear" button in the play session screen.
|
|
|
|
|
|
|
|
Settings are saved to local storage using the `package:shared_preferences`.
|
|
|
|
To change what preferences are saved and how, edit files in
|
|
|
|
`lib/src/settings/persistence`.
|
|
|
|
|
|
|
|
```dart
|
|
|
|
abstract class SettingsPersistence {
|
|
|
|
Future<bool> getMusicOn();
|
|
|
|
|
|
|
|
Future<bool> getMuted({required bool defaultValue});
|
|
|
|
|
|
|
|
Future<String> getPlayerName();
|
|
|
|
|
|
|
|
Future<bool> getSoundsOn();
|
|
|
|
|
|
|
|
Future<void> saveMusicOn(bool value);
|
|
|
|
|
|
|
|
Future<void> saveMuted(bool value);
|
|
|
|
|
|
|
|
Future<void> savePlayerName(String value);
|
|
|
|
|
|
|
|
Future<void> saveSoundsOn(bool value);
|
|
|
|
}
|
|
|
|
```
|
|
|
|
|
|
|
|
# Icon
|
|
|
|
|
|
|
|
To update the launcher icon, first change the files
|
|
|
|
`assets/icon-adaptive-foreground.png` and `assets/icon.png`.
|
|
|
|
Then, run the following:
|
|
|
|
|
|
|
|
```bash
|
|
|
|
flutter pub run flutter_launcher_icons:main
|
|
|
|
```
|
|
|
|
|
|
|
|
You can [configure](https://github.com/fluttercommunity/flutter_launcher_icons#book-guide)
|
|
|
|
the look of the icon in the `flutter_icons:` section of `pubspec.yaml`.
|
|
|
|
|
|
|
|
|
|
|
|
# Troubleshooting
|
|
|
|
|
|
|
|
## CocoaPods
|
|
|
|
|
|
|
|
When upgrading to higher versions of Flutter or plugins, you might encounter an error when
|
|
|
|
building the iOS or macOS app. A good first thing to try is to delete the `ios/Podfile.lock`
|
|
|
|
file (or `macos/Podfile.lock`, respectively), then trying to build again. (You can achieve
|
|
|
|
a more thorough cleanup by running `flutter clean` instead.)
|
|
|
|
|
|
|
|
If this doesn't help, here are some more methods:
|
|
|
|
|
|
|
|
- See if everything is still okay with your Flutter and CocoaPods installation
|
|
|
|
by running `flutter doctor`. Revisit the macOS
|
|
|
|
[Flutter installation guide](https://docs.flutter.dev/get-started/install/macos)
|
|
|
|
if needed.
|
|
|
|
- Update CocoaPods specs directory:
|
|
|
|
|
|
|
|
```sh
|
|
|
|
cd ios
|
|
|
|
pod repo update
|
|
|
|
cd ..
|
|
|
|
```
|
|
|
|
|
|
|
|
(Substitute `ios` for `macos` when appropriate.)
|
|
|
|
- Open the project in Xcode,
|
|
|
|
[increase the build target](https://stackoverflow.com/a/38602597/1416886),
|
|
|
|
then select _Product_ > _Clean Build Folder_.
|
|
|
|
|
|
|
|
## Warnings in console
|
|
|
|
|
|
|
|
When running the game for the first time, you might see warnings like the following:
|
|
|
|
|
|
|
|
> Note: Some input files use or override a deprecated API.
|
|
|
|
|
|
|
|
or
|
|
|
|
|
|
|
|
> warning: 'viewState' was deprecated in macOS 11.0: Use -initWithState: instead
|
|
|
|
|
|
|
|
These warning come from the various plugins that are used by the template. They are not harmful
|
|
|
|
and can be ignored. The warnings are meant for the plugin authors, not for you, the game developer.
|