IPLive Documentation

IPLive - Android IPTV Full App

Are you tired of the same old TV experience and looking for a revolutionary way to watch your favourite content? Look no further! We are thrilled to present IPLive application, a cutting-edge streaming solution designed for Android, iOS, Android TV platforms powered by a robust Firebase Backend. Elevate your television viewing experience to a whole new level with our feature-rich, user-friendly application. IPLive boasts a comprehensive set of capabilities, encompassing live television broadcasting, dynamic live streaming, mobile podcast streaming, easy video uploads, a wide variety of channel categories, and a heightened user interaction with the seamless incorporation of Google AdMob. This integration encompasses both banner and interstitial ads for enhanced user engagement.

Setup Environment

  1. Android Studio/VS Code: To customised this project you should have Flutter and Dart installed and configured effectively on your device Install Flutter Set up your editor Install the Flutter and Dart Plugins.
  2. Java (JDK): Install java jdk version - 11(LTS) according to your os system.
  3. Dart (SDK): Install the latest stable version of Dart.
  4. Flutter (SDK): To configure this project you have to install flutter latest version
  5. nb
  6. Unzip the flies folder and open it. There have source code name as IPLive-app, then use your preferred IDE (Android Studio / Visual Code / IntelliJ) to open the project.
Please run this command:
                                flutter pub get

Setup App

  1. App Name Change: Go to /lib/language/english.dart and /lib/language/arabic.dart and /lib/language/spanish.dart files and replace with own information, which you want to update.
  2. app app app
  3. Logo/Icon Change: Go to /assets/logo/ file and replace all image assets with keep the file name same.
  4. app
  5. App Launcher Name-Icon Change: Go to /flutter_launcher_icons.yml/ file and replace all image assets with keep the file name same.
  6. app Please run all command:
                                            flutter pub get
                                            flutter pub run flutter_launcher_icons
  7. For tv banner change: Go to /android/app/src/main/res/ there are five more folder named Mipmap-hdpi,mipmap-mdpi,mipmap-xhdpi,mipmap-xxhdpi,mipmap-xxxhdpi, There put your banners according to sizes. Guideline:
  8. app app app
  9. Package Name and App Name Change: Go to /pubspec.yml/ file and put your app name.
  10. app Please run all command:
                                            flutter pub get
                                            flutter pub run flutter_app_name
                                            flutter pub run change_app_package_name:main com.new.package.name
    Where com.new.package.name is the new package name that you want for your app. replace it with any name you want.

    After running all command, please reverse these code again like this.

Setup Firebase

Follow the below steps to add your flutter app to firebase: We are going to add our flutter app to firebase using Firebase CLI but Firebase CLI needs node js to work on the operating system.

Setup Content

  1. Adding data in firebase : In firebase Store upload images which will be shown in the app
  2. app
  3. Adding Banner : Here for banners, there are banner_1, banner_2, and banner_3 you can name your choice and then copy the link by clicking the watch image on the right side a link will be shown go to the link and copy it from the address bar, and add the data in lib/service/firebase_model_data/banner_data.dart
  4. app app app
  5. Repeat the process here in the example we have three banners so we have three BannerDataMode you can have more or less When your model data is ready uncomment this code shown below and run the app
  6. app

    Then comment again otherwise data duplicity will occure. Update/edit banner: To add more you use the same format just with the new link NB: previously added data should not be there so don’t forget to comment them.

  7. Adding Live TV : Copy link like copied for banner and pest it in: lib/service/firebase_model_data/live_tv_data.dart
  8. app app

    Here in the title field add the channel name, subtitle add subtitle as per your choice then in the liveTvUrl field add the streaming url.


    Then uncomment this line and run app

  9. Adding Live Podcast : Copy and add image url like before here lib/service/firebase_model_data/live_podcast_data.dart
  10. app app

    Then uncomment this line from lib/controller/splash_screen_controller.dart and run the app

  11. Adding Category and category-related Data : In this demo, we have uploaded three movie images for the movie category but you have to upload more images for different categories like this as there is a sports category you have to upload images for that and so for the rest of the categories.
  12. app app

    Place the image url of the category here lib/service/firebase_model_data/category_data.dart

    app app

    After adding all the category and category items from here uncomment this code and run the app lib/controller/splash_screen_controller.dart and run the app


    Uncomment the Import to execute the commented code


Build & Run:

Run the Android Application:

  1. Please try to use real device for installing app, sometimes it's not run emulator
  2. In the target selector, select an Android device for running the app. If none are listed as available, select Tools> Android > AVD Manager and create one there. For details, see Managing AVDs. Click the run icon in the toolbar, or invoke the menu item Run > Run. Locate the main Android Studio toolbar:
  3. If you don't use Android Studio or IntelliJ you can use the command line to run your application using the following command:
  4.                                         flutter run

Run the iOS Application:

  1. Please try to use real device for installing app, sometimes it's not run simulator
  2. The first thing that we require in hand is a test flutter app on our Mac
  3. Before we start testing our flutter app on the iPhone you need to make sure that our phone trusts us as a developer on that device. To do that follow this path go:
  4.                                         Settings > General > Device Management or Profile > (Tap On) Trust “Your Developer Name”
  5. To test or deploy our flutter app to a physical device we first need to enable physical device deployment in Xcode using Apple ID or an Apple Developer account. And we also need to set up a package manager to manage flutter plugins that are to be used in the project.
  6. First, we are going to install a third-party package manager called CocoaPods to manage flutter plugins that our project might depend on. To install and set up cocoapod the below command needs to be executed successfully in the terminal.
  7.                                         $ sudo gem install cocoapods
  8. After we are done with the cocoapod installation we will proceed to locate the Runner.xcworkspace file inside the ios folder in our project directory. Then we need to open this file on the Xcode with a double click. OR write command
  9.                                         $ open ios/Runner.xcworkspace
  10. When it’s done loading we need to make sure we are on the Runner file which is listed first on the left menu bar.
  11. build
  12. After that, we need to be inside the Signing & Capabilities page. In this page we will click on the button which says ‘Add an Account’.
  13. build
  14. And add your Apple ID, put your password and select your account.
  15. build
  16. Now, go back to the General tab and change the Bundle Identifier to something unique. (In place of “example” put something else).
  17. build
  18. So, if you haven’t already connected your iPhone you will see “No device” in the search bar shown below.
  19. build
  20. Go ahead and connect your phone with the PC and when it’s done you will see a phone icon in place of “No device”. Select your phone which will take a few seconds to load.
  21. build
  22. And once that is done you need to press the play button on the left menu bar, which will start building the app on the iPhone
  23. build
  24. This process will take some time and once it’s done you will see a message appear that says the build process was completed successfully.
  25. build

Install And Release Android App:

Here is your section structure.

  1. After you make all your changes and customizations save all your project, Open the console, navigate to your project folder and execute the following command to build your app:
  2.                                         flutter build apk --release
  3. If you are deploying the app to the Play Store, it's recommended to use app bundles or split the APK to reduce the APK size.

Build and Install App:

  1. To generate an app bundle, run:
  2.                                         flutter build appbundle --target-platform android-arm,android-arm64,android-x64
    Learn more on https://developer.android.com/guide/app-bundle
  3. To split the APKs per ABI, run:
  4.                                         flutter build apk --target-platform android-arm,android-arm64,android-x64 --split-per-abi
    Learn more on https://developer.android.com/studio/build/configure-apk-splits#confi
  5. If you want to upload your application on Google Play you must sign it before uploading, generate a signing key by running the following command:
  6.                                         keytool -genkey -v -keystore android/app/key.jks -keyalg RSA -keysize 2048 -validity 10000 -alias key
  7. Reference the keystore from the app: Create a file named appdir/android/key.properties that contains a reference to your keystore:
  8.                                         storePassword=password from previous step 
    keyPassword=password from previous step
    storeFile=location of the key store file, e.g. /Users/user name/key.jks
  9. Go to android/app/build.gradle
  10.                                         def keystorePropertiesFile = rootProject.file("key.properties")
    def keystoreProperties = new Properties()
    keystoreProperties.load(new FileInputStream(keystorePropertiesFile))

    • signingConfigs {
        release {
          keyAlias keystoreProperties['keyAlias']
          keyPassword keystoreProperties['keyPassword']
          storeFile file(keystoreProperties['storeFile'])
          storePassword keystoreProperties['storePassword']
    • buildTypes {
        release {
         signingConfig signingConfigs.release
  11. Learn More: Build and release an Android app
  12. After approved android app on PlayStore, go to inside app console Setup>App Integrity>App Signing and copy SHA-1 certificate fingerprint & SHA-256 certificate fingerprint, then paste it on firebase project and click on Save button
  13. android android android

Install And Release iOS App:

Before you can build and release your app on the App Store, you need to set up a place for it using App Store Connect. But first, you need to register a unique bundle ID for your app. This can be done by logging into your Apple Developer account and following these steps:

  1. Login to AppStore Conscole Account Click Here
  2. Open the App IDs page.
  3. Click + to create a new Bundle ID.
  4. Fill out the needed information: App Name, and Explicit App ID.
  5. If your app needs specific services, select them and click Continue.
  6. Review the details and click Register to finish.
  7. Then go to account dashboard Select My Apps.
  8. Click + then select New App.
  9. Fill in your app details and make sure iOS is selected, then click Create.
  10. From the sidebar, select App Information.
  11. In the General Information section, select the Bundle ID that you registered above.
  12. You’ve set everything up from Apple’s side, and next you’ll adjust your Xcode project’s settings to prepare your app for release. Go ahead and fire up Xcode.
  13. Open Runner.xcworkspace that is inside your app’s iOS folder.
  14. From the Xcode project navigator, select the Runner project.
  15. Go to the General tab.
  16. In the Identity section, fill out the information and make sure the Bundle Identifier is the one registered on App Store Connect.
  17. In the Signing section, make sure Automatically manage signing is checked and select your team
  18. Fill out the rest of the information as needed.
  19. Next, you’ll update your app’s icon. This can be done by selecting Assets.xcassets in the Runner folder from Xcode’s project navigator.
  20. At this point, all the settings have been updated for release and there is a placeholder ready on App Store Connect, which means you can build and release.
  21. From the command line, run flutter build ios
  22. Then go back to Xcode and reopen Runner.xcworkspace
  23. Select Product -> Scheme -> Runner
  24. Select Product -> Destination -> Generic iOS Device.
  25. Select Product -> Archive to produce a build archive.
  26. From the Xcode Organizer window, select your iOS app from the sidebar, then select the build archive you just produced.
  27. Click the Validate… button to build.
  28. Once the archive is successfully validated, click Upload to App Store
  29. Back on App Store Connect, check the status of your build from the Activities tab. Once it’s ready to release:
  30. Go to Pricing and Availability and fill out the required information.
  31. From the sidebar, select the status.
  32. Select Prepare for Submission and complete all required fields.
  33. Click Submit for Review
  34. Learn More: Build and release an iOS app
  35. That’s it! Your app will now be uploaded to the App Store. Apple will review your app before releasing and keep you updated on the status of your app.
  36. After uploading ios app on AppStore, go to inside app console App Information>Apple ID and copy, then paste it on firebase project
  37. ios


Once again, thank you so much for purchasing this app. As I said at the beginning, I'd be glad to help you if you have any questions relating to this app. Just let us know, We will assist you. Contact us at support center.

Available Technical Team Here: Submit Ticket with Purchase Code

[N.B. For this project, you have to follow our documentation where we noted the requirements. if you face any kind of problems or fail to configure this project, then we are not responsible for this situation. after that, if you want to configure this project by us then you will have to pay for that installation charge. Thank You.]