To install and run Flutter, your development environment must meet these minimum requirements:
- Operating Systems: macOS (64-bit)
- Disk Space: 2.8 GB (does not include disk space for IDE/tools).
Tools: Flutter depends on these command-line tools being available in your environment.
Download the following installation bundle to get the latest stable release of the Flutter SDK:
For other release channels, and older builds, see the SDK archive page.
Extract the file in the desired location, for example:
$ cd ~/development $ unzip ~/Downloads/flutter_macos_v1.9.1+hotfix.6-stable.zip
fluttertool to your path:
$ export PATH="$PATH:`pwd`/flutter/bin"
Optionally, pre-download development binaries:
fluttertool downloads platform-specific development binaries as needed. For scenarios where pre-downloading these artifacts is preferable (for example, in hermetic build environments, or with intermittent network availability), iOS and Android binaries can be downloaded ahead of time by running:
$ flutter precache
For additional download options, see
flutter help precache.
You are now ready to run Flutter commands!
Run the following command to see if there are any dependencies you need to install to complete the setup (for verbose output, add the
$ flutter doctor
This command checks your environment and displays a report to the terminal window. The Dart SDK is bundled with Flutter; it is not necessary to install Dart separately. Check the output carefully for other software you might need to install or further tasks to perform (shown in bold text).
[-] Android toolchain - develop for Android devices • Android SDK at /Users/obiwan/Library/Android/sdk ✗ Android SDK is missing command line tools; download from https://goo.gl/XxQghQ • Try re-installing or updating your Android SDK, visit https://flutter.dev/setup/#android-setup for detailed instructions.
The following sections describe how to perform these tasks and finish the setup process.
Once you have installed any missing dependencies, run the
flutter doctor command again to verify that you’ve set everything up correctly.
You can update your PATH variable for the current session at the command line, as shown in Get the Flutter SDK. You’ll probably want to update this variable permanently, so you can run
flutter commands in any terminal session.
The steps for modifying this variable permanently for all terminal sessions are machine-specific. Typically you add a line to a file that is executed whenever you open a new window. For example:
- Determine the directory where you placed the Flutter SDK. You need this in Step 3.
Open (or create) the
rcfile for your shell. For example, macOS Mojave (and earlier) uses the Bash shell by default, so edit
$HOME/.bashrc. macOS Catalina uses the Z shell by default, so edit
$HOME/.zshrc. If you are using a different shell, the file path and filename will be different on your machine.
Add the following line and change
[PATH_TO_FLUTTER_GIT_DIRECTORY]to be the path where you cloned Flutter’s git repo:
$ export PATH="$PATH:[PATH_TO_FLUTTER_GIT_DIRECTORY]/flutter/bin"
source $HOME/.<rc file>to refresh the current window, or open a new terminal window to automatically source the file.
Verify that the
flutter/bindirectory is now in your PATH by running:
$ echo $PATH
Verify that the
fluttercommand is available by running:
$ which flutter
macOS supports developing Flutter apps in iOS, Android, and the web (technical preview release). Complete at least one of the platform setup steps now, to be able to build and run your first Flutter app.
To develop Flutter apps for iOS, you need a Mac with Xcode.
- Install the latest stable version of Xcode (using web download or the Mac App Store).
Configure the Xcode command-line tools to use the newly-installed version of Xcode by running the following from the command line:
$ sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer $ sudo xcodebuild -runFirstLaunch
This is the correct path for most cases, when you want to use the latest version of Xcode. If you need to use a different version, specify that path instead.
Make sure the Xcode license agreement is signed by either opening Xcode once and confirming or running
sudo xcodebuild -licensefrom the command line.
Versions older than the latest stable version may still work, but are not recommended for Flutter development. Using old versions of Xcode to target bitcode is not supported, and is likely not to work.
With Xcode, you’ll be able to run Flutter apps on an iOS device or on the simulator.
To prepare to run and test your Flutter app on the iOS simulator, follow these steps:
On your Mac, find the Simulator via Spotlight or by using the following command:
$ open -a Simulator
- Make sure your simulator is using a 64-bit device (iPhone 5s or later) by checking the settings in the simulator’s Hardware > Device menu.
- Depending on your development machine’s screen size, simulated high-screen-density iOS devices might overflow your screen. Set the device scale under the Window > Scale menu in the simulator.
To create your first Flutter app and test your setup, follow these steps:
Create a new Flutter app by running the following from the command line:
$ flutter create my_app
my_appdirectory is created, containing Flutter’s starter app. Enter this directory:
$ cd my_app
To launch the app in the Simulator, ensure that the Simulator is running and enter:
$ flutter run
To deploy your Flutter app to a physical iOS device you need the third-party CocoaPods dependency manager and an Apple Developer account. You’ll also need to set up physical device deployment in Xcode.
Install and set up CocoaPods by running the following commands:
$ sudo gem install cocoapods $ pod setup
Follow the Xcode signing flow to provision your project:
Open the default Xcode workspace in your project by running
open ios/Runner.xcworkspacein a terminal window from your Flutter project directory.
- Select the device you intend to deploy to in the device drop-down menu next to the run button.
Runnerproject in the left navigation panel.
Runnertarget settings page, make sure your Development Team is selected. The UI varies depending on your version of Xcode.
- For Xcode 9 & 10, look under General > Signing > Team.
- For Xcode 11 and newer, look under Signing & Capabilities > Team.
When you select a team, Xcode creates and downloads a Development Certificate, registers your device with your account, and creates and downloads a provisioning profile (if needed).
To start your first iOS development project, you might need to sign into Xcode with your Apple ID. Development and testing is supported for any Apple ID. Enrolling in the Apple Developer Program is required to distribute your app to the App Store. For details about membership types, see Choosing a Membership.
The first time you use an attached physical device for iOS development, you need to trust both your Mac and the Development Certificate on that device. Select
Trustin the dialog prompt when first connecting the iOS device to your Mac.
Then, go to the Settings app on the iOS device, select General > Device Management and trust your Certificate.
If automatic signing fails in Xcode, verify that the project’s General > Identity > Bundle Identifier value is unique.
- Open the default Xcode workspace in your project by running
Start your app by running
- Download and install Android Studio.
- Start Android Studio, and go through the ‘Android Studio Setup Wizard’. This installs the latest Android SDK, Android SDK Platform-Tools, and Android SDK Build-Tools, which are required by Flutter when developing for Android.
To prepare to run and test your Flutter app on an Android device, you’ll need an Android device running Android 4.1 (API level 16) or higher.
- Enable Developer options and USB debugging on your device. Detailed instructions are available in the Android documentation.
- Windows-only: Install the Google USB Driver.
- Using a USB cable, plug your phone into your computer. If prompted on your device, authorize your computer to access your device.
In the terminal, run the
flutter devicescommand to verify that Flutter recognizes your connected Android device. By default, Flutter uses the version of the Android SDK where your
adbtool is based. If you want Flutter to use a different installation of the Android SDK, you must set the
ANDROID_HOMEenvironment variable to that installation directory.
To prepare to run and test your Flutter app on the Android emulator, follow these steps:
- Enable VM acceleration on your machine.
- Launch Android Studio > Tools > Android > AVD Manager and select Create Virtual Device. (The Android submenu is only present when inside an Android project.)
- Choose a device definition and select Next.
- Select one or more system images for the Android versions you want to emulate, and select Next. An x86 or x86_64 image is recommended.
- Under Emulated Performance, select Hardware - GLES 2.0 to enable hardware acceleration.
Verify the AVD configuration is correct, and select Finish.
For details on the above steps, see Managing AVDs.
- In Android Virtual Device Manager, click Run in the toolbar. The emulator starts up and displays the default canvas for your selected OS version and device.