Building Cross-Platform AR Experiences with Flutter

Summary
Summary
Summary
Summary

This tutorial demonstrates building cross-platform AR in Flutter using ar_flutter_plugin. You’ll set up Android and iOS permissions, configure ARCore and ARKit, render GLB/USDA 3D models, and implement gesture-based interactions—all within a single Flutter codebase. The guide includes code snippets for initializing AR sessions, placing objects, and handling taps, scales, and rotations to create rich, platform-agnostic AR experiences.

This tutorial demonstrates building cross-platform AR in Flutter using ar_flutter_plugin. You’ll set up Android and iOS permissions, configure ARCore and ARKit, render GLB/USDA 3D models, and implement gesture-based interactions—all within a single Flutter codebase. The guide includes code snippets for initializing AR sessions, placing objects, and handling taps, scales, and rotations to create rich, platform-agnostic AR experiences.

This tutorial demonstrates building cross-platform AR in Flutter using ar_flutter_plugin. You’ll set up Android and iOS permissions, configure ARCore and ARKit, render GLB/USDA 3D models, and implement gesture-based interactions—all within a single Flutter codebase. The guide includes code snippets for initializing AR sessions, placing objects, and handling taps, scales, and rotations to create rich, platform-agnostic AR experiences.

This tutorial demonstrates building cross-platform AR in Flutter using ar_flutter_plugin. You’ll set up Android and iOS permissions, configure ARCore and ARKit, render GLB/USDA 3D models, and implement gesture-based interactions—all within a single Flutter codebase. The guide includes code snippets for initializing AR sessions, placing objects, and handling taps, scales, and rotations to create rich, platform-agnostic AR experiences.

Key insights:
Key insights:
Key insights:
Key insights:
  • Setting Up Flutter for AR: Configure your Flutter project with ar_flutter_plugin and ensure minimum SDK versions for both platforms.

  • Configuring Android and iOS Platforms: Add camera permissions and AR-specific metadata in AndroidManifest.xml and Info.plist.

  • Integrating ARCore and ARKit: Use ARView from ar_flutter_plugin to abstract session management across iOS and Android.

  • Rendering 3D Objects with SceneKit and Sceneform: Load .glb or .usdz assets into ARNode and adjust scale and orientation.

  • Handling User Interaction and Gestures: Combine GestureDetector with hitTest to place, scale, and rotate AR models on detected surfaces.

Introduction

Flutter has revolutionized mobile development by offering a single codebase for iOS and Android. You can extend this efficiency to augmented reality (AR) by combining Flutter with platform-specific AR frameworks. This tutorial walks through building a cross-platform AR experience using Flutter and the ar_flutter_plugin. You’ll learn how to configure each platform, integrate ARCore and ARKit, render 3D models, and handle user interactions.

Setting Up Flutter for AR

Begin by creating a new Flutter project. Add the ar_flutter_plugin in your pubspec.yaml under dependencies:

dependencies:
  flutter:
    sdk: flutter
  ar_flutter_plugin


Run flutter pub get and verify your setup with flutter doctor. Ensure your environment targets Android 7.0+ (API level 24+) and iOS 11.0+. Keep your Flutter SDK updated to avoid compatibility issues.

Configuring Android and iOS Platforms

ARCore on Android and ARKit on iOS require specific permissions and settings:

Android (android/app/src/main/AndroidManifest.xml):

<uses-permission android:name="android.permission.CAMERA"/>
<uses-feature android:name="android.hardware.camera.ar" android:required="true"


Add inside the tag:

<meta-data android:name="com.google.ar.core" android:value="required"/>


iOS (ios/Runner/Info.plist):

<key>NSCameraUsageDescription</key>
<string>AR experiences require camera access</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
  <string>arkit</string>
</array>


Build targets in Xcode must be set to iOS 11.0 or above. Confirm that your Podfile platform reflects the same minimum.

Integrating ARCore and ARKit

Use ar_flutter_plugin’s ARView widget to abstract platform differences. Initialize AR session and handle anchors. In your main Dart file:

import 'package:ar_flutter_plugin/ar_flutter_plugin.dart';

ARView(
  onARViewCreated: (controller) async {
    await controller.initialize();
    controller.onPlaneOrPointTap = (hits) {
      // handle placement
    };
  },
);


The plugin detects the runtime platform: ARKitSessionManager is used on iOS and ArCoreSessionManager on Android. You won’t need separate UI code for each—just platform checks when you require platform-specific APIs.

Rendering 3D Objects with SceneKit and Sceneform

Once the session is running, load 3D assets. The plugin supports loading .glb and .usdz from assets or network:

Future<void> placeObject(
  ARSessionManager session,
  ARObjectManager objects,
  Vector3 position,
) async {
  final node = ARNode(
    type: NodeType.webGLB,
    uri: "assets/models/chair.glb",
    scale: Vector3(0.1, 0.1, 0.1),
    position: position,
  );
  await objects.addNode(node);
}


Sceneform on Android and SceneKit on iOS handle rendering under the hood. Fine-tune scale and orientation to match real-world anchors. Use ARAnchorManager to fix nodes in world space.

Handling User Interaction and Gestures

User interaction is key for AR. Implement gesture detectors over the ARView to allow drag, scale, and rotate:

GestureDetector(
  onScaleUpdate: (details) {
    currentNode.scale = Vector3.all(details.scale);
    nodeManager.updateNode(currentNode);
  },
  onTapUp: (details) async {
    final hitResults = await arSessionManager.hitTest(
      details.localPosition.dx,
      details.localPosition.dy,
    );
    if (hitResults.isNotEmpty) {
      placeObject(arSessionManager, arObjectManager, hitResults.first.worldTransform.position);
    }
  },
  child: ARView(onARViewCreated: onARViewCreated),
)


Combine hit testing with the session’s plane detection mode to ensure objects land on horizontal or vertical surfaces. Release events can trigger object selection or deletion.

Vibe Studio

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Conclusion

You’ve seen how Flutter and ar_flutter_plugin enable you to build AR experiences that run on both Android and iOS from a unified codebase. By configuring each platform, leveraging ARCore and ARKit APIs through Flutter abstractions, rendering 3D models, and handling user gestures, you create immersive, interactive AR content. Experiment with complex animations, physics, or multiplayer AR to take your application further.

Introduction

Flutter has revolutionized mobile development by offering a single codebase for iOS and Android. You can extend this efficiency to augmented reality (AR) by combining Flutter with platform-specific AR frameworks. This tutorial walks through building a cross-platform AR experience using Flutter and the ar_flutter_plugin. You’ll learn how to configure each platform, integrate ARCore and ARKit, render 3D models, and handle user interactions.

Setting Up Flutter for AR

Begin by creating a new Flutter project. Add the ar_flutter_plugin in your pubspec.yaml under dependencies:

dependencies:
  flutter:
    sdk: flutter
  ar_flutter_plugin


Run flutter pub get and verify your setup with flutter doctor. Ensure your environment targets Android 7.0+ (API level 24+) and iOS 11.0+. Keep your Flutter SDK updated to avoid compatibility issues.

Configuring Android and iOS Platforms

ARCore on Android and ARKit on iOS require specific permissions and settings:

Android (android/app/src/main/AndroidManifest.xml):

<uses-permission android:name="android.permission.CAMERA"/>
<uses-feature android:name="android.hardware.camera.ar" android:required="true"


Add inside the tag:

<meta-data android:name="com.google.ar.core" android:value="required"/>


iOS (ios/Runner/Info.plist):

<key>NSCameraUsageDescription</key>
<string>AR experiences require camera access</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
  <string>arkit</string>
</array>


Build targets in Xcode must be set to iOS 11.0 or above. Confirm that your Podfile platform reflects the same minimum.

Integrating ARCore and ARKit

Use ar_flutter_plugin’s ARView widget to abstract platform differences. Initialize AR session and handle anchors. In your main Dart file:

import 'package:ar_flutter_plugin/ar_flutter_plugin.dart';

ARView(
  onARViewCreated: (controller) async {
    await controller.initialize();
    controller.onPlaneOrPointTap = (hits) {
      // handle placement
    };
  },
);


The plugin detects the runtime platform: ARKitSessionManager is used on iOS and ArCoreSessionManager on Android. You won’t need separate UI code for each—just platform checks when you require platform-specific APIs.

Rendering 3D Objects with SceneKit and Sceneform

Once the session is running, load 3D assets. The plugin supports loading .glb and .usdz from assets or network:

Future<void> placeObject(
  ARSessionManager session,
  ARObjectManager objects,
  Vector3 position,
) async {
  final node = ARNode(
    type: NodeType.webGLB,
    uri: "assets/models/chair.glb",
    scale: Vector3(0.1, 0.1, 0.1),
    position: position,
  );
  await objects.addNode(node);
}


Sceneform on Android and SceneKit on iOS handle rendering under the hood. Fine-tune scale and orientation to match real-world anchors. Use ARAnchorManager to fix nodes in world space.

Handling User Interaction and Gestures

User interaction is key for AR. Implement gesture detectors over the ARView to allow drag, scale, and rotate:

GestureDetector(
  onScaleUpdate: (details) {
    currentNode.scale = Vector3.all(details.scale);
    nodeManager.updateNode(currentNode);
  },
  onTapUp: (details) async {
    final hitResults = await arSessionManager.hitTest(
      details.localPosition.dx,
      details.localPosition.dy,
    );
    if (hitResults.isNotEmpty) {
      placeObject(arSessionManager, arObjectManager, hitResults.first.worldTransform.position);
    }
  },
  child: ARView(onARViewCreated: onARViewCreated),
)


Combine hit testing with the session’s plane detection mode to ensure objects land on horizontal or vertical surfaces. Release events can trigger object selection or deletion.

Vibe Studio

Vibe Studio, powered by Steve’s advanced AI agents, is a revolutionary no-code, conversational platform that empowers users to quickly and efficiently create full-stack Flutter applications integrated seamlessly with Firebase backend services. Ideal for solo founders, startups, and agile engineering teams, Vibe Studio allows users to visually manage and deploy Flutter apps, greatly accelerating the development process. The intuitive conversational interface simplifies complex development tasks, making app creation accessible even for non-coders.

Conclusion

You’ve seen how Flutter and ar_flutter_plugin enable you to build AR experiences that run on both Android and iOS from a unified codebase. By configuring each platform, leveraging ARCore and ARKit APIs through Flutter abstractions, rendering 3D models, and handling user gestures, you create immersive, interactive AR content. Experiment with complex animations, physics, or multiplayer AR to take your application further.

Build Flutter Apps Faster with Vibe Studio

Build Flutter Apps Faster with Vibe Studio

Build Flutter Apps Faster with Vibe Studio

Build Flutter Apps Faster with Vibe Studio

Vibe Studio is your AI-powered Flutter development companion. Skip boilerplate, build in real-time, and deploy without hassle. Start creating apps at lightning speed with zero setup.

Vibe Studio is your AI-powered Flutter development companion. Skip boilerplate, build in real-time, and deploy without hassle. Start creating apps at lightning speed with zero setup.

Vibe Studio is your AI-powered Flutter development companion. Skip boilerplate, build in real-time, and deploy without hassle. Start creating apps at lightning speed with zero setup.

Vibe Studio is your AI-powered Flutter development companion. Skip boilerplate, build in real-time, and deploy without hassle. Start creating apps at lightning speed with zero setup.

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Walturn

New York NY 11101 United States

© Steve • All Rights Reserved 2025

28-07 Jackson Ave

Walturn

New York NY 11101 United States

© Steve • All Rights Reserved 2025

28-07 Jackson Ave

Walturn

New York NY 11101 United States

© Steve • All Rights Reserved 2025

28-07 Jackson Ave

Walturn

New York NY 11101 United States

© Steve • All Rights Reserved 2025

28-07 Jackson Ave

Walturn

New York NY 11101 United States

© Steve • All Rights Reserved 2025