The playable ad tools that let a marketing team export one playable to several ad networks without a developer are Genie Playable (eight networks from one source, all plans), PlayableMaker and playableadsmaker.com (13 networks listed, gated by plan), Mintegral Playturbo (its own network plus the major ones) and the Craftsman+ platform (30+ export partners, vendor figure). Unity Playworks reaches 25+ networks, but only on the $15K a month Pro plan; the free tier exports to Unity Ads alone. Studios such as Playable Factory package each network version for you, in a queue. Segwise's free converter covers AppLovin and Mintegral; Sett does not publish its network list.
The reason this question exists at all: there is no universal playable file. Every network wants a different package, a different click-out call and a different lifecycle. A tool that "supports" a network may still leave you with a day of QA per port. This page compares nine tools on what actually ships, and ends with a checklist for what multi-network export has to include.
We make Genie Playable. We've tried to be fair; tell us if something is out of date.
Why can't one playable file run on every network?
Because each network injects its own SDK, counts its own impressions and opens the store its own way. The concept travels. The packaging does not.
| Network | Package | Click-out call | MRAID | Size cap |
|---|---|---|---|---|
| AppLovin | Single HTML, assets inlined | mraid.open | 2.0 | 5 MB |
| Unity Ads | Single minified index.html, start only when viewable | mraid.open | 3.0 | Under 5 MB |
| Meta | Single HTML or ZIP, no mraid.js | FbPlayableAd.onCTAClick | None | 5 MB |
| Google Ads (App campaigns) | ZIP, up to 512 files, sound after interaction | ExitApi.exit | None | 5 MB |
| TikTok Ads and TikTok Ad Network (formerly Pangle) | ZIP with index.html and config.json | window.openAppStore | None | Under 5 MB |
| Liftoff (Vungle) | Single HTML or ZIP | mraid.open or window.Liftoff.open | Not published | 5 MB |
| Mintegral | ZIP, matching names, base64 assets | window.install plus gameReady and gameEnd | None | 5 MB |
| Moloco | Single HTML, no ZIP, no mraid.js | FbPlayableAd.onCTAClick | None | Under 5 MB |
Values from network documentation. Full detail per network, including orientation and sound rules, is on our playable ad specs hub. If you only want to know where to run playables first, start with playable ad networks: where to run and how to choose.
What this means for a marketing team: a playable that passed AppLovin review will fail Meta if mraid.js is still in the file, fail Mintegral if the two hooks are missing, and fail Unity if it starts before the viewable event. Each port is a rebuild unless something does the rebuild for you.
How we compared
Which tools export to multiple networks, and on what terms?
| Tool | Networks named | Who does the export | What multi-network costs | Pricing |
|---|---|---|---|---|
| Genie Playable | Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle, Mintegral; Moloco coming soon | Your marketing team, from one source | Included on every plan | Free sign-up covers the first two playables; self-serve from $490 a month, $249 for startups; custom pilot |
| Unity Playworks | Unity Ads on Lite; 25+ networks on Pro | A developer, in the Unity Editor | Pro plan | Lite free; Pro $15K a month |
| Mintegral Playturbo | Mintegral, Google, Facebook, TikTok, Unity Ads, AppLovin and others | Your team, from templates | Not published | Not published; free consultation |
| PlayableMaker | 13 networks listed; AppLovin, Unity and Moloco from Starter | Your team or a designer | Starter: three networks per export; Pro: unlimited | 30-day trial with two exports; Essential €59, Starter €159, Pro €599 a month |
| playableadsmaker.com | 13 networks listed; free exports cover one network and carry branding | Your team | Paid plans | Two free exports in the first 14 days; Solo $29.99, Studio $99.99, Agency $349.99 a month |
| Craftsman+ (platform) | 30+ export partners (vendor figure) | Your team in the builder, or the studio | Not published | Not published; demo-led |
| Segwise | Free converter: AppLovin and Mintegral; playable networks for the paid platform not published | Your team | Not applicable | Growth $499, Pro $1,699 a month; custom |
| Sett | Not published | Managed, with producer review | Not published | Not published |
| Playable Factory | AppLovin named on the homepage; studio packages per network | The studio | Per project | Not published; demo-led |
Built from your game: Genie Playable
Network-owned: Unity Playworks and Mintegral Playturbo
Template builders: PlayableMaker and playableadsmaker.com
Platform plus studio: Craftsman+
AI generation and analytics: Segwise and Sett
Studios: Playable Factory
One source. Eight builds. Genie Playable exports the Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral versions of the same playable, so the port is a click, not a rebuild.
Try GenieWhat does multi-network export have to include?
Use this as the checklist when a vendor says "we support that network."
| Check | Why it matters | Where it bites |
|---|---|---|
| The right click-out call | Each network opens the store differently | mraid.open on AppLovin and Unity; FbPlayableAd.onCTAClick on Meta and Moloco; ExitApi.exit on Google; window.openAppStore on TikTok; window.install on Mintegral |
| The right package | Single HTML vs ZIP, and what the ZIP must contain | config.json on TikTok; index.html at the ZIP root on Meta; matching ZIP, folder and HTML names on Mintegral |
| mraid.js present only where allowed | Meta, Moloco, Google and TikTok reject it | A file that passed AppLovin and was uploaded unchanged |
| Lifecycle rules | Unity starts the playable only when viewable; AppLovin forbids a store redirect on the first tap | Auto-start logic copied across networks |
| Required hooks | Mintegral wants gameReady and gameEnd | Builds that render fine but never fire the hooks |
| Size after inlining | Every network caps at about 5 MB, and base64 inlining adds about a third | A 4 MB project that becomes 5.3 MB on export. See playable ad file size |
| Orientation and sound | Google wants orientation in a meta tag and sound only after interaction | Landscape-only builds on portrait placements |
| Analytics events | AppLovin tracks a fixed event list; most networks track nothing inside the ad | Losing the in-ad funnel on the port. See what to track inside a playable |
| A device test | Validators check structure, not behavior | AppLovin's Playable Preview and each network's test tools |
One pattern from our own conversations with UA teams: the most common reason a playable "didn't work on Meta" was that the AppLovin build was uploaded unchanged. mraid.js still in the file, the wrong click call. The concept was fine. The packaging failed. Whoever does your export, this checklist is the QA.
How should a marketing team run one playable across networks?
Port the winner. When a playable wins on AppLovin, Genie Playable exports the Unity, Meta or Mintegral version from the same source, and the next version builds from the last one. No developer in the loop.
Book a demoWhich tool should you pick?
| If you are.. | Look at |
|---|---|
| Buying on one network with a developer to spare | That network's own tool: Unity Playworks Lite (Unity Ads) or Mintegral Playturbo |
| A small team testing simple hooks on two or three networks | PlayableMaker (Starter or Pro) or playableadsmaker.com |
| Wanting free validators regardless of tool | Craftsman+ free tools, then a device test |
| Spending big and unsure what wins | Segwise for analytics, paired with a production tool that exports |
| Needing one hero playable packaged for every network, and happy to wait | Playable Factory or another studio |
| A large studio wanting a managed AI creative operation | Sett, after getting the network list in writing |
| A UA or creative team buying on two or more networks who wants marketing to own the port, from your own game | Genie Playable |
Where does Genie Playable fit?
Genie Playable fits teams that already run UA on two or more networks, want the playable to look like their game, and want marketing to make the next version without a developer. You build from your APK or HTML build plus the assets in Genie, from a format that is already working, or from a brief with Genie Agent. Then you export optimized builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral, with Moloco coming soon, and upload them in your own network accounts.
It is not the right fit if you run one network and have a playable engineer in-house, because the multi-network export will not change much. It does not export Snapchat or Digital Turbine builds today. And it does not replace a first test: a playable that lost on AppLovin will not win on Meta because it was easy to port.
Self-serve starts at $490 a month, or $249 a month for startups, with a free sign-up that covers your first two playables. Larger companies usually take the custom plan: a full one-month pilot where the Genie team onboards you and helps build the playables you want.
Ship it where you buy. One playable in. A build for every network you run out.
Try GenieFAQ
Sources
- 01AppLovin, Creative specs and guidelines (network documentation)
- 02Unity Grow, Playable asset specifications (network documentation)
- 03Meta, Specifications for playable ads assets (network documentation)
- 04Google Ads Help, HTML5 assets for App campaigns (network documentation)
- 05TikTok Ads Help, About TikTok Playable ads (network documentation)
- 06TikTok Ad Network (formerly Pangle) playable ads (network documentation)
- 07Liftoff Accelerate, Interactive Ad Integration (network documentation)
- 08Mintegral (Mindworks), Playable testing guideline (network documentation)
- 09Moloco, Playable and IEC specs (network documentation)
- 10Unity Playworks pricing (vendor)
- 11Unity Playworks product page (vendor)
- 12Playturbo (vendor)
- 13PlayableMaker pricing (vendor)
- 14Playable Ads Maker (vendor)
- 15Craftsman+ platform (vendor)
- 16Craftsman+ free tools (vendor)
- 17Segwise pricing (vendor)
- 18Segwise video-to-playable converter (vendor)
- 19Sett (vendor)
- 20Playable Factory (vendor)
