For most mobile games, start playables on AppLovin and Unity Ads, where in-app full screen inventory and MRAID playables are the norm, then add Mintegral, Liftoff or Moloco for reach, and Meta, Google and TikTok once you have a playable that already converts. The right mix depends on your genre, your budget and how many playables you can ship a month, because every network packages playables differently. This guide covers nine networks, what each is good at, how it handles playables, and a framework to pick your first two.
How did we put this together?
We read each network's own advertiser documentation for playables on 26 Oct 2026 and linked it. Spec summaries come from those pages and our specs hub. The "who it suits" lines and the choice framework are our view, based on conversations with UA teams, not network claims. We make Genie Playable, which exports to most of these networks. We've tried to be fair; tell us if something is out of date.
Which ad networks support playable ads in 2026?
| Network | Inventory | Playable format | Click-out | Size | Spec page |
|---|---|---|---|---|---|
| AppLovin | In-app, full screen | Single HTML, MRAID 2.0 | mraid.open | 5 MB | AppLovin specs |
| Unity Ads | In-app, full screen | Single index.html, MRAID 3.0 | mraid.open | Under 5 MB | Unity specs |
| Meta | Facebook, Instagram, Audience Network | Single HTML or ZIP, no mraid.js | FbPlayableAd.onCTAClick | 5 MB | Meta specs |
| Google Ads | App campaigns (Google's page names the Display Network) | ZIP, up to 512 files | ExitApi.exit | 5 MB | Google specs |
| TikTok Ads | TikTok feed, after video | ZIP with index.html and config.json | window.openAppStore | Under 5 MB | TikTok specs |
| TikTok Ad Network (formerly Pangle) | In-app, interstitial | ZIP with index.html and config.json | window.openAppStore | Under 5 MB | TikTok specs |
| Liftoff (Vungle) | In-app, full screen | Single HTML or ZIP | mraid.open or window.Liftoff.open; Vungle path uses postMessage | 5 MB | Liftoff specs |
| Mintegral | In-app, full screen | ZIP, matching names, base64 assets | window.install plus gameReady and gameEnd | 5 MB | Mintegral specs |
| Moloco | In-app, programmatic DSP | Single HTML, no ZIP, no mraid.js | FbPlayableAd.onCTAClick | Under 5 MB | Specs hub |
All values from network documentation. Full details and sources on each spec page.
What is each network good at for playables?
AppLovin
Inventory and strength: Full screen in-app inventory across a large network of mobile games, bought through AppLovin's AI ad engine, Axon. For games, this is where playables are most at home. Playable support: First class. Single HTML file with all assets inlined as base64 or base122, MRAID 2.0, mraid.open, portrait and landscape, no network calls, no store redirect on first tap. AppLovin's Playable Preview tool lets you test on a device. Who it suits: Casual, hybrid casual and puzzle games that monetize through ads or IAP, and any team ready to run a ROAS or CPI campaign with several playables in rotation. See your first AppLovin campaign with a playable.
Unity Ads (and what happened to ironSource)
Inventory and strength: Full screen in-app inventory, with campaigns optimized by Unity Vector. LevelPlay is Unity's mediation platform for publishers; as an advertiser you buy through Unity Ads. Unity sunset ironSource Ads direct demand on 30 April 2026 and points those advertisers to Unity Ads, with a simplified ROAS onboarding that Unity says needs no initial CPI ramp or mandatory spend. Playable support: Single minified index.html under 5 MB, MRAID 3.0 injected by Unity, start only when viewable, mraid.open after gameplay. Who it suits: Teams already on AppLovin who want a second in-app network with similar packaging. Our Unity spec page covers the lifecycle rules that cause most rejections.
Meta (Facebook, Instagram, Audience Network)
Inventory and strength: Social feeds, Stories and Reels with Meta's targeting and broad reach outside gamers, plus Audience Network in-app. Playable support: A playable runs after a video. Single HTML with data URIs or a ZIP with index.html at the root, 5 MB for both, no mraid.js, FbPlayableAd.onCTAClick, built in portrait. Meta says ZIP playables are supported on all placements on iOS and Android. Who it suits: Games with broad appeal and social casino, bingo or puzzle titles whose players already live on Facebook. Video still does the heavy lifting on Meta; the playable is the second step. See Meta specs.
Google Ads (App campaigns)
Inventory and strength: App campaigns across Google's surfaces, automated by Google. Google's HTML5 page says playable assets may show on the Display Network. It doesn't name AdMob, so confirm with your Google rep where playables will run. Playable support: ZIP up to 5 MB and 512 files, ExitApi.exit via exitapi.js, orientation set with a meta tag, sound only after interaction. Billed on cost per engagement. Not eligible for pre-registration or engagement campaigns. Who it suits: Teams already scaling App campaigns who want another creative type in the asset mix. Not the place to learn whether a playable works, because you control little. See Google specs.
TikTok Ads and TikTok Ad Network (formerly Pangle)
Inventory and strength: TikTok's feed reaches younger and non-gamer audiences. TikTok Ad Network, formerly Pangle, is TikTok's in-app network, where playables run in interstitials. Playable support: ZIP under 5 MB with index.html and config.json at the top level, TikTok's playable js-sdk and window.openAppStore, no mraid.js. On TikTok, playables are only available in the upgraded Smart+ experience with the App Promotion objective; Smart+ ads can bind up to five playables. Each ad also needs a video, image or carousel asset. Who it suits: Casual and hybrid casual games with strong visual hooks and teams already producing TikTok video. See TikTok specs.
Liftoff (Vungle)
Inventory and strength: In-app full screen inventory through Liftoff Accelerate and the Vungle (Liftoff Monetize) SDK. Playable support: HTML up to 5 MB, single HTML or ZIP, mraid.open or window.Liftoff.open per the October 2026 doc. Older Vungle Adaptive Creative docs use postMessage events instead, and a 2022 Vungle page says playables need account manager approval. MRAID version not published. Who it suits: Teams adding a third in-app network, and anyone running a managed account with a Liftoff rep. See Liftoff specs for what to ask.
Mintegral
Inventory and strength: In-app inventory from Mobvista, with global reach and a long history in Asian markets. Has its own creative arm (Mindworks) and creative platform (Playturbo). Playable support: 5 MB ZIP, ZIP, folder and HTML with the same name, base64 assets, window.install, plus required gameReady and gameEnd, free rotation. Review takes 3 to 5 business days. Who it suits: Games targeting Asian markets, and teams who want more in-app scale after AppLovin and Unity. The hooks are the main extra work. See Mintegral specs.
Moloco
Inventory and strength: A programmatic DSP buying in-app inventory across exchanges with Moloco's machine learning. Playable support: Single HTML under 5 MB, data URI compressed, no ZIP, no mraid.js, FbPlayableAd.onCTAClick, both orientations (Moloco help page, updated 22 Sep 2026). If you've built for Meta's single HTML format, you're most of the way there. Who it suits: Teams with mature measurement who want programmatic scale and are comfortable with a DSP's learning period.
Nine networks, one source. The concept is the same everywhere. The packaging changes: MRAID or not, HTML or ZIP, mraid.open or onCTAClick or window.install. Genie Playable exports the right build for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral. Moloco coming soon.
Try GenieHow do I choose networks for my game?
Three questions decide most of it: what genre you are, how much you can spend per network to reach a read, and how many playables you can ship a month.
By genre
| Genre | Start with | Add next | Why |
|---|---|---|---|
| Hypercasual and hybrid casual | AppLovin, Unity Ads | Mintegral, TikTok Ads | Ad-monetized players live in in-app inventory; the core loop fits a short playable |
| Puzzle and casual (match, merge, sort) | AppLovin, Unity Ads | Meta, Liftoff | Mechanics demo well; Meta adds reach to older, broad audiences |
| Social casino and bingo | Meta, AppLovin | Unity Ads, Google Ads | Payers are concentrated on Facebook; check each network's gambling policy (Unity requires a managed account). See playables for social casino and bingo |
| Midcore and strategy | AppLovin, Meta | Moloco, Google Ads | Higher LTV supports ROAS bidding; the playable should show one decision, not the whole game |
| Games targeting Asia | Mintegral, TikTok Ad Network | AppLovin, Unity Ads | Regional reach; check local creative policies |
Not sure your game works as a playable at all? Start with which games work as playable ads.
By budget
Production cost matters as much as media. See what a playable ad costs.
By stage
| Stage | Goal | Networks |
|---|---|---|
| Soft launch | Learn which mechanic converts | One in-app network, low CPI markets |
| Global launch | Scale what won | Two in-app networks plus Meta |
| Live game and LiveOps | Fight creative fatigue, promote events | Full mix, with a refresh cadence per network |
What mistakes do teams make when picking networks?
The one we see most: spreading the first playable across five networks in week one. Each network gets a thin slice of budget, none exits learning, and the team concludes playables "don't work". Pick one network. Test two to three playables against your best video. Port the winner. Our guide on how many playables to test covers the numbers to plan for, and A/B testing playables covers the method.
The second mistake is treating a port as a copy. A playable that passes AppLovin can fail Meta (wrong click call, mraid.js present), Mintegral (missing hooks) or Unity (starts before viewable). Budget a day of QA per new network, or use a tool that exports each format for you.
The third: judging every network on the same metric. Read IPM and CVR on in-app networks, but on Meta and TikTok the playable sits after a video, so look at the whole ad. More in is my playable ad working.
Port the winner, not the workload. When a playable wins on AppLovin, Genie Playable exports the Unity, Meta or Mintegral version from the same source, so you test the concept on a new network instead of rebuilding it.
Book a demoWhere does Genie Playable fit?
Genie Playable builds a playable from your APK or HTML build plus the assets in Genie, from a format that's already working, or from a brief with Genie Agent. You iterate from the last version without a developer, then export network-ready builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral. Moloco coming soon. Self-serve starts at $490 a month ($249 for startups), with a free sign-up that covers your first two playables. Larger teams can run a one-month pilot where our team onboards you.
Who it's not for: if you only run one network and have a playable engineer in-house, the multi-network export won't change much. And if you need Snapchat or Digital Turbine builds today, Genie doesn't export those.
Run your playables where they fit. One playable in. A build for every network you run out.
Try GenieFAQ
Sources
- 01AppLovin, Creative specs and guidelines
- 02Unity Grow, Playable asset specifications
- 03Unity, ironSource Ads direct demand sunset guide
- 04Meta, Specifications for playable ads assets
- 05Google Ads, HTML5 assets for App campaigns
- 06TikTok, About TikTok Playable ads
- 07TikTok, TikTok Ad Network (formerly Pangle) playable ads
- 08TikTok, Available ad formats for Pangle
- 09Liftoff Accelerate, Interactive Ad Integration
- 10Mintegral (Mindworks), Playable testing guideline
- 11Moloco, Playable and IEC specs
