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Flutter unity 3D widget for embedding unity in flutter. Now you can make awesome gamified features of your app in Unity and get it rendered in a Flutter app both in fullscreen and embeddable mode. Works great on Android, iPad OS, iOS, Web.

Windows support is a work in progress. <br />

Notes

Notice

Need me to respond, tag me Rex Isaac Raphael.

This plugin expects you to atleast know how to use Unity Engine. If you have issues with how unity widget is presented, you can please modify your unity project build settings as you seem fit.

Moving forward, versioning of the package will change to match unity releases after proper test. Mind you this does not mean the package is not compatible with other versions, it just mean it's been tested to work with a unity version.

Windows coming soon.

Installation

First depend on the library by adding this to your packages pubspec.yaml:

dependencies:
  flutter_unity_widget: ^2022.2.0
dependencies:
  flutter_unity_widget: ^2022.1.0+7

Now inside your Dart code you can import it.

import 'package:flutter_unity_widget/flutter_unity_widget.dart';

You will need to open and export a Unity project, even for running the example. Your build will fail if you only include the widget in Flutter!

Preview

30 fps gifs, showcasing communication between Flutter and Unity:

gif gif

<br />

Setup

In the tutorial below, there are steps specific to each platform, denoted by a :information_source: icon followed by the platform name (Android or iOS). You can click on its icon to expand it.

Prerequisites

Unity project setup

These instructions assume you are using a new Unity project. If you open the example project from this repository, you can move on to the next section Unity Exporting.

  1. Create a folder named unity in your Flutter project folder and move the Unity project into there.
    The Unity export will modify some files in the /android and /ios folders of your flutter project. If your Unity project is in a different location the export might (partially) fail.

The expected path is <flutter-project>/unity/project-name/...

  1. Make sure you have downloaded a fuw-XXXX.unitypackage file mentioned in <b>prerequisites</b>.

  2. Using Unity (hub), open the Unity project. Go to Assets > Import Package > Custom Package and select the downloaded fuw-XXXX.unitypackage file. Click on Import.

  3. Go to File > Build Settings > Player Settings and change the following under the Other settings > Configuration section:

<img src="https://raw.githubusercontent.com/juicycleff/flutter-unity-view-widget/master/files/Screenshot%202019-03-27%2007.31.55.png" width="400" />
  1. In File > Build Settings, make sure to have at least 1 scene added to your build.

Some options in the Build settings window get overridden by the plugin's export script. Attempting to change settings like Development Build, Script Debugging and Export project in this window will not make a difference. If you end up having to change a build setting that doesn't seem to respond, take a lookat the export script FlutterUnityIntegration\Editor\Build.cs.

Unity exporting

  1. After importing the unitypackage, you should now see a Flutter option at the top of the Unity editor.

  2. Click on Flutter and select the appropriate export option:

<img src="https://github.com/juicycleff/flutter-unity-view-widget/blob/master/files/Unity_Build_Options.png?raw=true" width="400" />

If you use git, you will probably want to add these unityLibrary folders to your gitignore file. These folders can get huge and are not guaranteed to work on another computer.

Proceed to the next section to handle iOS and Android specific setup after the export.

Platform specific setup (after Unity export)

After exporting Unity, you will need to make some small changes in your iOS or Android project.
You will likely need to do this only once. These changes remain on future Unity exports.

<details> <summary>:information_source: <b>Android</b></summary>
  1. Setting the Android NDK

NDK Path

    // mac
    ndk.dir=/Applications/Unity/Hub/Editor/2020.3.19f1/PlaybackEngines/AndroidPlayer/NDK
    // windows
    ndk.dir=C:\\Program Files\\Unity\\Hub\\Editor\\2021.3.13f1\\Editor\\Data\\PlaybackEngines\\AndroidPlayer\\NDK

android {

  ndkVersion "21.3.6528147"
}
  1. Depending on your gradle version, you might need to make sure the minSdkVersion set in android\app\build.gradle matches the version that is set in Unity.
    Check the Minimum API Level setting in the Unity player settings, and match that version.

  2. (optional) Fixing Unity plugins.
    The Unity widget will function without this step, but some Unity plugins like ArFoundation will throw mUnityPlayer errors on newer Unity versions.

    This is needed for Unity 2020.3.46+, 2021.3.19 - 2021.3.20 and 2022.2.4 - 2022.3.18.
    This requires a flutter_unity_widget version that is newer than 2022.2.1.

     dependencies {
+        implementation project(':flutter_unity_widget')
     }
// MainActivity.kt

+ import com.xraph.plugin.flutter_unity_widget.FlutterUnityActivity;

+ class MainActivity: FlutterUnityActivity() {
- class MainActivity: FlutterActivity() {
// MainActivity.kt

// only do this if your activity does not inherit FlutterActivity

import com.xraph.plugin.flutter_unity_widget.IFlutterUnityActivity;

class MainActivity: CustomActivity(), IFlutterUnityActivity {
    // unity will try to read this mUnityPlayer property
    @JvmField 
    var mUnityPlayer: java.lang.Object? = null;

    // implement this function so the plugin can set mUnityPlayer
    override fun setUnityPlayer(unityPlayer: java.lang.Object?) {
        mUnityPlayer = unityPlayer;
    }
}
  1. The Unity export script automatically sets the rest up for you. You are done with the Android setup.
    But if you want to manually set up the changes made by the export, continue.
<details> <summary> Optional manual Android setup </summary>
  1. Open the android/settings.gradle file and change the following:
+    include ":unityLibrary"
+    project(":unityLibrary").projectDir = file("./unityLibrary")
  1. Open the android/app/build.gradle file and change the following:
     dependencies {
+        implementation project(':unityLibrary')
     }
  1. open the android/build.gradle file and change the following:
allprojects {
    repositories {
+       flatDir {
+           dirs "${project(':unityLibrary').projectDir}/libs"
+       }
        google()
        mavenCentral()
    }
}
  1. If you need to build a release package, open the android/app/build.gradle file and change the following:
     buildTypes {
         release {
             signingConfig signingConfigs.debug
         }
+        debug {
+            signingConfig signingConfigs.debug
+        }
+        profile {
+            signingConfig signingConfigs.debug
+        }
+        innerTest {
+            matchingFallbacks = ['debug', 'release']
+        }
+   }

The code above use the debug signConfig for all buildTypes, which can be changed as you well if you need specify signConfig.

  1. If you use minifyEnabled true in your android/app/build.gradle file, open the android/unityLibrary/proguard-unity.txt and change the following:
+    -keep class com.xraph.plugin.** {*;}
  1. If you want Unity in it's own activity as an alternative, open the android/app/src/main/AndroidManifest.xml and change the following:
+    <activity
+        android:name="com.xraph.plugin.flutter_unity_widget.OverrideUnityActivity"
+        android:theme="@style/UnityThemeSelector"
+        android:screenOrientation="fullSensor"
+        android:launchMode="singleTask"
+        android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density"
+        android:hardwareAccelerated="false"
+        android:process=":Unity">
+    <meta-data android:name="com.xraph.plugin.flutter_unity_widget.OverrideUnityActivity" android:value="true" />
+    </activity>

</details>
</details> <details> <summary>:information_source: <b>iOS</b></summary>
  1. Open the ios/Runner.xcworkspace (workspace, not the project) file in Xcode, right-click on the Navigator (not on an item), go to Add Files to "Runner" and add the ios/UnityLibrary/Unity-Iphone.xcodeproj file.
<img src="https://github.com/juicycleff/flutter-unity-view-widget/blob/master/files/workspace.png" width="400" />
  1. (Optional) Select the Unity-iPhone/Data folder and change the Target Membership for Data folder to UnityFramework.
<img src="https://github.com/juicycleff/flutter-unity-view-widget/blob/master/files/change_target_membership_data_folder.png" width="400" />

3.1. If you're using Swift, open the ios/Runner/AppDelegate.swift file and change the following:

     import UIKit
     import Flutter
+    import flutter_unity_widget

     @UIApplicationMain
     @objc class AppDelegate: FlutterAppDelegate {
         override func application(
             _ application: UIApplication,
             didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?
         ) -> Bool {
+            InitUnityIntegrationWithOptions(argc: CommandLine.argc, argv: CommandLine.unsafeArgv, launchOptions)

             GeneratedPluginRegistrant.register(with: self)
             return super.application(application, didFinishLaunchingWithOptions: launchOptions)
         }
     }

3.2. If you're using Objective-C, open the ios/Runner/main.m file and change the following:

+    #import "flutter_unity_widget.swift.h"

     int main(int argc, char * argv[]) {
          @autoreleasepool {
+             InitUnityIntegration(argc, argv);
              return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
          }
     }
  1. Add the UnityFramework.framework file as a library to the Runner project.
<img src="https://github.com/juicycleff/flutter-unity-view-widget/blob/master/files/libraries.png" width="400" />
  1. Unity plugins that make use of native code (Vuforia, openCV, etc.) might need to be added to Runner like UnityFramework.
    Check the contents of the /ios/UnityLibrary/Frameworks/ directory. Any <name>.framework located in (subdirectories of) this directory is a framework that you can add to Runner.

  2. Make sure pods are installed after your Unity export, either using flutter run or by running pod install in the ios folder.

  3. If you use Xcode 14 or newer, and Unity older than 2021.3.17f1 or 2022.2.2f1, your app might crash when running from Xcode.
    Disable the Thread Performance Checker feature in Xcode to fix this.
    - In Xcode go to Product > Scheme > Edit Scheme...
    - Now With Run selected on the left, got to the Diagnostics tab and uncheck the checkbox for Thread Performance Checker.


</details>

Setup AR

gif

The following setup for AR is done after making an export from Unity.

<b>Warning: Flutter 3.22 has introduced a crash when using AR on Android < 13 #957</b>

<details> <summary>:information_source: <b>AR Foundation Android</b></summary>
  1. Check the version of the XR Plugin Management in the Unity package manager. Versions 4.3.1 - 4.3.3 contain a bug that breaks Android exports.
    Make sure to use a version <=4.2.2 or >=4.4.
    You might have to manually change the version in <unity project>/Packages/manifest.json for "com.unity.xr.management".

  2. You can check the android/unityLibrary/libs folder to see if AR was properly exported. It should contain files similar to UnityARCore.aar, ARPresto.aar, arcore_client.aar and unityandroidpermissions.aar.

    If your setup and export was done correctly, your project should automatically load these files.
    If it doesn't, check if your android/build.gradle file contains the flatDir section added in the android setup step 7.

  3. If your XR Plugin Management plugin is version 4.4 or higher, Unity also exports the xrmanifest.androidlib folder. Make sure to include it by adding the following line to android/settings.gradle

    include ":unityLibrary:xrmanifest.androidlib"
    
  4. With some Unity versions AR might crash at runtine with an error like:
    java.lang.NoSuchFieldError: no "Ljava/lang/Object;" field "mUnityPlayer" in class.
    See the Android setup step 3 on how to edit your MainActivity to fix this.


</details> <details> <summary>:information_source: <b>AR Foundation iOS</b></summary>
  1. Open the ios/Runner/Info.plist and add a camera usage description.
    For example:
     <dict>
+        <key>NSCameraUsageDescription</key>
+        <string>$(PRODUCT_NAME) uses Cameras</string>
     </dict>

</details> <details> <summary>:information_source: <b>Vuforia Android</b></summary>
  1. Your export should contain a Vuforia library in the android/unityLibrary/libs/ folder. Currently named VuforiaEngine.aar.

    If your setup and export was done correctly, your project should automatically load this file.
    If it doesn't, check if your android/build.gradle file contains the flatDir section added in the android setup step 7.

In case this gets outdated or broken, check the Vuforia documentation


</details> <details> <summary>:information_source: <b>Vuforia iOS</b></summary>

These steps are based on these Vuforia docs and this comment

  1. Open the ios/Runner/Info.plist and add a camera usage description.
    For example:
     <dict>
+        <key>NSCameraUsageDescription</key>
+        <string>$(PRODUCT_NAME) uses Cameras</string>
     </dict>
  1. In Xcode, Select Runner > General tab.
    In Frameworks, Libraries, and Embedded content add the Vuforia frameworks. This is where you added UnityFramework.framework in step 4 of the iOS setup.

    You should be able to find them in /ios/UnityLibrary/Frameworks/com.ptc.vuforia.engine/Vuforia/Plugins/iOS/.
    Currently these are

    • Vuforia.framework
    • UnityDriver.framework
  2. To support Vuforia target databases, move the Unity-iPhone/Vuforia folder from Unity-iPhone to Runner. Then set Target Membership of this folder to Runner.

  3. Make sure pods are installed after your Unity export, either using flutter run or by running pod install in the ios folder.


</details>

Emulators

We recommend using a physical iOS or Android device, as emulator support is limited.
Below are the limited options to use an emulator.

<details> <summary> <b>iOS Simulators</b> </summary>

The Target SDK option in the Unity player settings is important here.

If you use ARKit or ARFoundation you are out of luck, iOS simulators do NOT support ARKit.

The rest depends on the type of processor in your mac:

(Apple Silicon) Run it on mac directly

  1. Export from Unity using Device SDK as target.
  2. In Xcode, go to the General tab of Runner.
  3. In Supported destinations add Mac (Designed for iPhone) or Mac (Designed for iPad).
  4. Now select this as the target device to run on.
  5. You can now run the app directly on your mac instead of a simulator.

(Intel & Apple Silicon) Use an x86 simulator

  1. Set Simulator SDK in the Unity player settings.

  2. Make sure there are no AR or XR packages included in the Unity package manager.
    (You will get the error symbol not found in flat namespace '_UnityARKitXRPlugin_PluginLoad otherwise)

  3. (Apple Silicon) Get Xcode to use a Rosetta emulator.
    The next step assumes Xcode 14.3 or newer, if you use an older version look up how to start Xcode using Rosetta instead.

  1. Now you need to check the architecture settings in Xcode.
  2. Select Unity-iPhone and go to Build settings -> Architectures.
    If you exported Unity with the Simulator SDK, it should show only x86_64 for architectures.
  3. Now select Runner and change the architecture to exactly match Unity-iPhone.
    Make sure x86_64 is the only entry, not one of multiple.
  4. Now select Pods and click flutter_unity_widget in targets.
    Go to Architectures in build settings again and set Build Active Architecture Only to YES.
    (We want this to only use the active x86_64, not fall back to arm.)
  5. Run Product -> Clean Build Folder to make sure the new architecture settings are used.
  6. Now you should be able to launch Runner on a Simulator using Rosetta.
    On Xcode 14.3 or higher the simulator should have (Rosetta) in the name.
  7. Depending on your Flutter plugins, you might have to change the architecture for other installed Pods as well.

</details> <details> <summary> <b>Android emulators</b></summary>

Unity only supports ARM build targets for Android. However most Android emulators are x86 which means they simply won't work.


</details>

Communicating

Flutter-Unity

  1. On a UnityWidget widget, get the UnityWidgetController received by the onUnityCreated callback.

  2. Use the method postMessage to send a string, using the GameObject name and the name of a behaviour method that should be called.

Unity-Flutter

  1. Select the GameObject that should execute the communication and go to Inspector > Add Component > Unity Message Manager.
<img src="https://i.stack.imgur.com/1gSOy.png" width="400" />
  1. Create a new MonoBehaviour subclass and add to the same GameObject as a script.

  2. On this new behaviour, call GetComponent<UnityMessageManager>() to get a UnityMessageManager.

  3. Use the method SendMessageToFlutter to send a string. Receive this message using the onUnityMessage callback of a UnityWidget.

Examples

Simple Example

import 'package:flutter/material.dart';
import 'package:flutter_unity_widget/flutter_unity_widget.dart';

void main() {
  runApp(
    const MaterialApp(
      home: UnityDemoScreen(),
    ),
  );
}

class UnityDemoScreen extends StatefulWidget {
  const UnityDemoScreen({Key? key}) : super(key: key);

  @override
  State<UnityDemoScreen> createState() => _UnityDemoScreenState();
}

class _UnityDemoScreenState extends State<UnityDemoScreen> {
  static final GlobalKey<ScaffoldState> _scaffoldKey =
      GlobalKey<ScaffoldState>();
  UnityWidgetController? _unityWidgetController;

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      key: _scaffoldKey,
      body: SafeArea(
        bottom: false,
        child: WillPopScope(
          onWillPop: () async {
            // Pop the category page if Android back button is pressed.
            return true;
          },
          child: Container(
            color: Colors.yellow,
            child: UnityWidget(
              onUnityCreated: onUnityCreated,
            ),
          ),
        ),
      ),
    );
  }

  // Callback that connects the created controller to the unity controller
  void onUnityCreated(controller) {
    _unityWidgetController = controller;
  }
}

<br />

Communicating with and from Unity

import 'package:flutter/material.dart';
import 'package:flutter_unity_widget/flutter_unity_widget.dart';

void main() => runApp(const MyApp());

class MyApp extends StatefulWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  State<MyApp> createState() => _MyAppState();
}

class _MyAppState extends State<MyApp> {
  static final GlobalKey<ScaffoldState> _scaffoldKey =
      GlobalKey<ScaffoldState>();
  UnityWidgetController? _unityWidgetController;
  double _sliderValue = 0.0;

  @override
  void initState() {
    super.initState();
  }

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        key: _scaffoldKey,
        appBar: AppBar(
          title: const Text('Unity Flutter Demo'),
        ),
        body: Card(
          margin: const EdgeInsets.all(8),
          clipBehavior: Clip.antiAlias,
          shape: RoundedRectangleBorder(
            borderRadius: BorderRadius.circular(20.0),
          ),
          child: Stack(
            children: <Widget>[
              UnityWidget(
                onUnityCreated: onUnityCreated,
                onUnityMessage: onUnityMessage,
                onUnitySceneLoaded: onUnitySceneLoaded,
                fullscreen: false,
              ),
              Positioned(
                bottom: 20,
                left: 20,
                right: 20,
                // <You need a PointerInterceptor here on web>
                child: Card(
                  elevation: 10,
                  child: Column(
                    children: <Widget>[
                      const Padding(
                        padding: EdgeInsets.only(top: 20),
                        child: Text("Rotation speed:"),
                      ),
                      Slider(
                        onChanged: (value) {
                          setState(() {
                            _sliderValue = value;
                          });
                          setRotationSpeed(value.toString());
                        },
                        value: _sliderValue,
                        min: 0,
                        max: 20,
                      ),
                    ],
                  ),
                ),
              ),
            ],
          ),
        ),
      ),
    );
  }

  // Communcation from Flutter to Unity
  void setRotationSpeed(String speed) {
    _unityWidgetController?.postMessage(
      'Cube',
      'SetRotationSpeed',
      speed,
    );
  }

  // Communication from Unity to Flutter
  void onUnityMessage(message) {
    print('Received message from unity: ${message.toString()}');
  }

  // Callback that connects the created controller to the unity controller
  void onUnityCreated(controller) {
    _unityWidgetController = controller;
  }

  // Communication from Unity when new scene is loaded to Flutter
  void onUnitySceneLoaded(SceneLoaded? sceneInfo) {
    if (sceneInfo != null) {
      print('Received scene loaded from unity: ${sceneInfo.name}');
      print(
          'Received scene loaded from unity buildIndex: ${sceneInfo.buildIndex}');
    }
  }
}

Props

API

Troubleshooting

Location: Unity

Error:

Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included on the current platform. Only one assembly with the same name is allowed per platform. (Assets/FlutterUnityIntegration/JsonDotNet/Assemblies/AOT/Newtonsoft.Json.dll)

PrecompiledAssemblyException: Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included on the current platform. Only one assembly with the same name is allowed per platform.

Solution: Locate the listed dll file, in this case: Assets/FlutterUnityIntegration/JsonDotNet/Assemblies/AOT/Newtonsoft.Json.dll


Location: Unity

Error:

The type or namespace name 'Newtonsoft' could not be found (are you missing a using directive or an assembly reference?)
The type or namespace name 'JObject' could not be found (are you missing a using directive or an assembly reference?)
The type or namespace name 'JToken' could not be found (are you missing a using directive or an assembly reference?)
The type or namespace name 'JToken' could not be found (are you missing a using directive or an assembly reference?)

Solution:

Include the Newtonsoft JsonDotNet library. It is likely already included in your project with a wrong file extension: Assets/FlutterUnityIntegration/JsonDotNet/Assemblies/AOT/Newtonsoft.Json.dll.txt Rename the .dll.txt extension to .dll in your file explorer and open Unity again.

Alternatively you can manually add the library from the Unity package manager.


Location: Unity

Error:

InvalidOperationException: The build target does not support build appending.

Solution:

  1. Open the unity/project-name/Assets/FlutterUnityIntegration/Editor/Build.cs file.

1.1. On line 48, change the following:

-    var options = BuildOptions.AcceptExternalModificationsToPlayer;
+    var options = BuildOptions.AllowDebugging;
+    EditorUserBuildSettings.exportAsGoogleAndroidProject = true;

1.2. On line 115, change the following:

-    var options = BuildOptions.AcceptExternalModificationsToPlayer;
+    var options = BuildOptions.AllowDebugging;

Location: Android Studio

Error:

minSdkVersion XX cannot be smaller than version 19 declared in library 
    \ [:flutter_unity_widget] .../AndroidManifest.xml as the library might be using 
    \ APIs not available in XX

Solution:

  1. Open the android/app/build.gradle file and change the following:
-    minSdkVersion XX
+    minSdkVersion 19

Location: Android Studio

Error:

e: .../FlutterUnityWidgetBuilder.kt: (15, 42): Expecting a parameter declaration
e: .../FlutterUnityWidgetBuilder.kt: (23, 25): Expecting an argument
e: .../FlutterUnityWidgetController.kt: (22, 44): Expecting a parameter declaration
e: .../FlutterUnityWidgetFactory.kt: (13, 58): Expecting a parameter declaration

Solution:

  1. Open the android/build.gradle file and change the following:
-    ext.kotlin_version = '1.3.50'
+    ext.kotlin_version = '1.4.31'

Location: Android Studio

Error:

Unable to find a matching variant of project :unityLibrary:

Solution:

  1. Open the android/app/build.gradle file and change the following:
     lintOptions {
         disable 'InvalidPackage'
+        checkReleaseBuilds false
     }

Flavors

Recommendation

The easiest way to apply flavors for your app would be: flutter_flavorizr.

If you use flavors in your app you will notice that especially iOS crashes while running or building your app! Here are the necessary steps for flavored apps:

Android

No changes needed. Flavors are applied without any additional setups.

iOS

For your Unity iOS-Build you have to add your flavors to your Unity iOS Configuration.

  1. Check your actual Runner (your app) configurations. If you have for example the flavors:

Your Runner configurations are looking like this:

iOS Runner Config

So you have the flavors:

These flavors needs to be added to your Unity-IPhone project.

  1. Go into your Unity-IPhone project -> PROJECT Unity-IPhone -> Info:

Unity-IPhone

Here you can see in the Configurations section only:

  1. Copy Debug configuration twice and rename them to Debug-dev and the second to Debug-prod.

You can do that by selecting + and duplicate the configuration like this:

Duplicate configuration

  1. Repeat this with Release to Release-dev and Release-prod.

  2. Repeat this with Release to Profile-dev and Profile-prod.

  3. Your Unity-IPhone configurations should now look like this:

Unity Configurations

Web

Flutter on default doesn't support --flavor for building web. But you can set your target main.dart entrypoint (with -t main.dart) while running and building. So if you setup your flavors properly there're also no changes needed for web to apply changes for your Flutter-Unity web App.

Known issues

Web GL

Flutter widgets stacked on top of the UnityWidget will not register clicks or taps. This is a Flutter issue and can be solved by using the PointerInterceptor package.

Example usage:

Stack(
  children: [
    UnityWidget(
      onUnityCreated: onUnityCreated,
      onUnityMessage: onUnityMessage,
      onUnitySceneLoaded: onUnitySceneLoaded,
    ),
    Positioned(
      bottom: 20,
      left: 20,
      right: 20,
      child: PointerInterceptor(
        child: ElevatedButton(
          onPressed: () {
            // do something
          },
          child: const Text('Example button'),
        ),
      ),
    ),

We already integrated this into our Examples in the /example folder.

Sponsors

Support this project with your organization. Your donations will be used to help children first and then those in need. Your logo will show up here with a link to your website. [Contribute]

<a href="https://opencollective.com/ultimate-backend/sponsor/0/website"><img src="https://opencollective.com/ultimate-backend/sponsor/0/avatar.svg"></a> <a href="https://opencollective.com/ultimate-backend/sponsor/1/website"><img src="https://opencollective.com/ultimate-backend/sponsor/1/avatar.svg"></a> <a href="https://opencollective.com/ultimate-backend/sponsor/2/website"><img src="https://opencollective.com/ultimate-backend/sponsor/2/avatar.svg"></a> <a href="https://opencollective.com/ultimate-backend/sponsor/3/website"><img src="https://opencollective.com/ultimate-backend/sponsor/3/avatar.svg"></a> <a href="https://opencollective.com/ultimate-backend/sponsor/4/website"><img src="https://opencollective.com/ultimate-backend/sponsor/4/avatar.svg"></a> <a href="https://opencollective.com/ultimate-backend/sponsor/5/website"><img src="https://opencollective.com/ultimate-backend/sponsor/5/avatar.svg"></a> <a href="https://opencollective.com/ultimate-backend/sponsor/6/website"><img src="https://opencollective.com/ultimate-backend/sponsor/6/avatar.svg"></a> <a href="https://opencollective.com/ultimate-backend/sponsor/7/website"><img src="https://opencollective.com/ultimate-backend/sponsor/7/avatar.svg"></a> <a href="https://opencollective.com/ultimate-backend/sponsor/8/website"><img src="https://opencollective.com/ultimate-backend/sponsor/8/avatar.svg"></a> <a href="https://opencollective.com/ultimate-backend/sponsor/9/website"><img src="https://opencollective.com/ultimate-backend/sponsor/9/avatar.svg"></a>

Contributors ✨

Thanks goes to these wonderful people (emoji key):

<!-- ALL-CONTRIBUTORS-LIST:START - Do not remove or modify this section --> <!-- prettier-ignore-start --> <!-- markdownlint-disable --> <table> <tr> <td align="center"><a href="https://www.xraph.com"><img src="https://avatars2.githubusercontent.com/u/11243590?v=4" width="100px;" alt="Rex Raphael"/><br /><sub><b>Rex Raphael</b></sub></a><br /><a href="https://github.com/juicycleff/flutter-unity-view-widget/commits?author=juicycleff" title="Code">💻</a> <a href="https://github.com/juicycleff/flutter-unity-view-widget/commits?author=juicycleff" title="Documentation">📖</a> <a href="#question-juicycleff" title="Answering Questions">💬</a> <a href="https://github.com/juicycleff/flutter-unity-view-widget/issues?q=author%3Ajuicycleff" title="Bug reports">🐛</a> <a href="#review-juicycleff" title="Reviewed Pull Requests">👀</a> <a href="#tutorial-juicycleff" title="Tutorials">✅</a></td> <td align="center"><a href="https://stockxit.com"><img src="https://avatars1.githubusercontent.com/u/1475368?v=4" width="100px;" alt="Thomas Stockx"/><br /><sub><b>Thomas Stockx</b></sub></a><br /><a href="https://github.com/juicycleff/flutter-unity-view-widget/commits?author=thomas-stockx" title="Code">💻</a> <a href="https://github.com/juicycleff/flutter-unity-view-widget/commits?author=thomas-stockx" title="Documentation">📖</a> <a href="#question-thomas-stockx" title="Answering Questions">💬</a> <a href="#tutorial-thomas-stockx" title="Tutorials">✅</a></td> <td align="center"><a href="https://krispypen.github.io/"><img src="https://avatars1.githubusercontent.com/u/156955?v=4" width="100px;" alt="Kris Pypen"/><br /><sub><b>Kris Pypen</b></sub></a><br /><a href="https://github.com/juicycleff/flutter-unity-view-widget/commits?author=krispypen" title="Code">💻</a> <a href="https://github.com/juicycleff/flutter-unity-view-widget/commits?author=krispypen" title="Documentation">📖</a> <a href="#question-krispypen" title="Answering Questions">💬</a> <a href="#tutorial-krispypen" title="Tutorials">✅</a></td> <td align="center"><a href="https://github.com/lorant-csonka-planorama"><img src="https://avatars2.githubusercontent.com/u/48209860?v=4" width="100px;" alt="Lorant Csonka"/><br /><sub><b>Lorant Csonka</b></sub></a><br /><a href="https://github.com/juicycleff/flutter-unity-view-widget/commits?author=lorant-csonka-planorama" title="Documentation">📖</a> <a href="#video-lorant-csonka-planorama" title="Videos">📹</a></td> </tr> </table> <!-- markdownlint-enable --> <!-- prettier-ignore-end --> <!-- ALL-CONTRIBUTORS-LIST:END -->

This project follows the all-contributors specification. Contributions of any kind welcome!