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Playable ad networks: where should you run playables, and how do you choose?

AppLovin, Unity, Meta, Google, TikTok, Pangle, Liftoff, Mintegral and Moloco compared for playables, with specs and a choice framework by genre and budget.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Oct 26, 2026 · Last verified Oct 26, 2026 · 10 min read

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.

Key takeaways
All nine networks here accept playables, and all cap them at about 5 MB. The differences are format, click-out call and where the ad shows.
In-app networks (AppLovin, Unity, Mintegral, Liftoff, Moloco) put playables in full screen interstitial and rewarded slots. Social platforms (Meta, TikTok) show them after a video in feeds.
Start with two networks, not six. Most teams split budget too early and never get a clean read.
ironSource Ads stopped serving direct demand on 30 April 2026. Plan Unity Ads instead.
Network choice doesn't fix a weak playable. Test the concept on one network first, then port the winner.
Genie Playable exports builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral from one source; Moloco coming soon.

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 We've tried to be fair; tell us if something is out of date.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?

NetworkInventoryPlayable formatClick-outSizeSpec page
AppLovinIn-app, full screenSingle HTML, MRAID 2.0mraid.open5 MBAppLovin specs
Unity AdsIn-app, full screenSingle index.html, MRAID 3.0mraid.openUnder 5 MBUnity specs
MetaFacebook, Instagram, Audience NetworkSingle HTML or ZIP, no mraid.jsFbPlayableAd.onCTAClick5 MBMeta specs
Google AdsApp campaigns (Google's page names the Display Network)ZIP, up to 512 filesExitApi.exit5 MBGoogle specs
TikTok AdsTikTok feed, after videoZIP with index.html and config.jsonwindow.openAppStoreUnder 5 MBTikTok specs
TikTok Ad Network (formerly Pangle)In-app, interstitialZIP with index.html and config.jsonwindow.openAppStoreUnder 5 MBTikTok specs
Liftoff (Vungle)In-app, full screenSingle HTML or ZIPmraid.open or window.Liftoff.open; Vungle path uses postMessage5 MBLiftoff specs
MintegralIn-app, full screenZIP, matching names, base64 assetswindow.install plus gameReady and gameEnd5 MBMintegral specs
MolocoIn-app, programmatic DSPSingle HTML, no ZIP, no mraid.jsFbPlayableAd.onCTAClickUnder 5 MBSpecs 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.

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How 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

GenreStart withAdd nextWhy
Hypercasual and hybrid casualAppLovin, Unity AdsMintegral, TikTok AdsAd-monetized players live in in-app inventory; the core loop fits a short playable
Puzzle and casual (match, merge, sort)AppLovin, Unity AdsMeta, LiftoffMechanics demo well; Meta adds reach to older, broad audiences
Social casino and bingoMeta, AppLovinUnity Ads, Google AdsPayers are concentrated on Facebook; check each network's gambling policy (Unity requires a managed account). See playables for social casino and bingo
Midcore and strategyAppLovin, MetaMoloco, Google AdsHigher LTV supports ROAS bidding; the playable should show one decision, not the whole game
Games targeting AsiaMintegral, TikTok Ad NetworkAppLovin, Unity AdsRegional 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

·Small budget: one in-app network. AppLovin or Unity. Put everything into getting a clean read on two to three playables.
·Mid budget: two in-app networks plus Meta. Port only the playable that won on the first network.
·Large budget: add Mintegral, Liftoff, Moloco, TikTok and Google. Now packaging volume becomes the bottleneck, not ideas.

Production cost matters as much as media. See what a playable ad costs.

By stage

StageGoalNetworks
Soft launchLearn which mechanic convertsOne in-app network, low CPI markets
Global launchScale what wonTwo in-app networks plus Meta
Live game and LiveOpsFight creative fatigue, promote eventsFull 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 demo

Where 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.

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FAQ

Sources

  1. 01AppLovin, Creative specs and guidelines
  2. 02Unity Grow, Playable asset specifications
  3. 03Unity, ironSource Ads direct demand sunset guide
  4. 04Meta, Specifications for playable ads assets
  5. 05Google Ads, HTML5 assets for App campaigns
  6. 06TikTok, About TikTok Playable ads
  7. 07TikTok, TikTok Ad Network (formerly Pangle) playable ads
  8. 08TikTok, Available ad formats for Pangle
  9. 09Liftoff Accelerate, Interactive Ad Integration
  10. 10Mintegral (Mindworks), Playable testing guideline
  11. 11Moloco, Playable and IEC specs

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Ready to ship playables from your game?

Try for freeBook a demo

How to make a playable ad from your own game (without rebuilding it)

Three ways to turn your game into a playable ad: engine export, HTML5 rebuild, or building from your APK. Steps, specs, testing and mistakes to avoid.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Sep 26, 2026 · Updated Sep 26, 2026 · 11 min read

A playable ad from your own game is a 30 to 90 second interactive slice of your game: your characters, your art and one clear mechanic, packaged as a small HTML5 file an ad network can run. You can't ship your game build as it is. Networks cap playables at about 5 MB in a single HTML file or ZIP, with strict rules on code and clicks. So you have three options: export a stripped-down scene from your engine, rebuild the moment in an HTML5 framework, or use a tool that builds the playable from your game's build and assets. This guide walks through all three.

Key takeaways
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What does "a playable ad from your own game" actually mean?

It means the player sees your game, not a generic template with your logo on top. Studios that do this well keep three things fixed and treat the rest as open.

Keep fixedOpen to change
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This matches what UA and creative leads tell us. Brand fidelity is non-negotiable. Gameplay is often borrowed from whatever is trending. The catch is policy. The UK ASA now treats even a genuine but non-core mechanic as potentially misleading, and Google Play bans ads that don't represent the app. The closer your playable is to what players actually get, the safer it is, and the better it tends to retain.

Why can't I just ship my game build as a playable?

Ad networks run playables inside their own ad containers, not as apps. Every playable has to fit this box:

SizeAbout 5 MB on every major network (AppLovin, Meta, Google, TikTok, Unity, Mintegral, Moloco, Snapchat). A WebGL export of a real game is usually far bigger. An empty Godot export is already over the limit.
FormatOne self-contained HTML file with every asset inlined (AppLovin, Unity, Moloco), or a ZIP with an index.html (Google, TikTok, Mintegral, Snapchat). Meta accepts both.
No external callsNothing loads from your servers at runtime.
Click-out callmraid.open() on AppLovin and Unity, FbPlayableAd.onCTAClick() on Meta and Moloco, ExitApi.exit() on Google, window.openAppStore() on TikTok, window.install() on Mintegral.
Behavior rulesMuted until the first interaction, no store redirect on the first tap, no auto-redirects, works in portrait and landscape.

The full list lives in our Playable ad specs by network (2026).

What are the three ways to turn my game into a playable?

1. Engine export 2. HTML5 rebuild 3. Build from your APK or HTML and assets
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Most studios mix routes: a hand-built hero playable for a launch, and faster tooling for the weekly variations that keep a campaign alive.

What buyers expect to pay and wait: roughly $3,000 to $8,000 and two to four weeks per new playable from an external studio, and roughly $600 to $2,000 in-house once the setup exists. Nobody has a clean source for these numbers, so treat them as market expectations. One mid-size studio we spoke to put it simply: the market norm is "two weeks onwards", and their target is under a week.

Your game is already the brief.

Upload your APK or HTML build. Genie Playable turns it into a playable ad with your own art, characters and live events, ready for 10 ad networks.

Try it free on your game

How do I make a playable ad from my game, step by step?

01\Pick the moment worth playing

Choose one mechanic a stranger understands in three seconds. Good sources: your core loop at its most satisfying, the live event running now, or a format already converting in your genre. If you can't explain the moment in one sentence, it's too complex. One mechanic beats two.

“Merge plus puzzle looks clever and almost always tests worse.”
Segwise

02\Script the arc

Almost every playable follows the same shape:

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03\Prepare your assets

Export characters, backgrounds, UI and sounds from your game, then cut hard. Compress images, use sprite sheets, trim audio to short loops and subset fonts. Base64 inlining adds about a third to file size, so aim for 2 to 3 MB in total and treat 5 MB as the ceiling.

04\Build it

Whatever route you use, keep the logic in plain HTML and JavaScript, make the layout work in 9:16 and 16:9, and keep sound off until the first tap.

05\Package it for each network

This is where engineer time quietly disappears. "A unit that passes on AppLovin can bounce on Unity," as Segwise puts it. Each network needs the right file format, the right click-out call and any required hooks. Mintegral, for example, expects gameReady() and gameEnd() calls. Build once and generate network variants from one source. Hand-editing copies is how bugs creep in.

06\Test before you upload

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Then test on a real low-end Android phone. A desktop browser hides most of the problems.

07\Launch and measure

Give each playable enough data before you judge it. A common rule of thumb is about 50 conversions in four days, or 100 in seven. Judge on D7 ROAS and retention, not CPI alone. If you can, add events inside the playable (start, first interaction, win or lose, CTA tap, drop-off point), because network dashboards only show the last step.

08\Plan the next version before this one fatigues

Top-grossing games ship dozens of new playables a month, and most of that volume is variations of a winner. Leading teams put roughly 70% of output into variations and 30% into new concepts. Decide now which single thing you'll change next: the hook, the fail state, the character, the event skin or the end card.

What should I keep from my game, and what can I borrow?

Keep everything that helps a player recognise your game after install: art, characters, UI language, sound. Borrow structure freely, whether that's a proven hook, a pacing pattern or a format working in another genre. Racing and narrative studios often tell us their game "isn't playable". The honest read: a playable doesn't need your full core loop. It needs one true moment from your world.

What are the most common mistakes?

Mistake What happens Fix
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The next version, not a new brief.

When a playable fatigues, Genie Playable lets your UA or creative team change the hook, the character or the event skin on the last version and ship it again. No dev queue.

Book a demo

Where does Genie fit?

Genie Playable takes the third route, and adds two more ways in. You can build from your game: your APK or HTML build together with the assets, narrative, mechanics and live events already in Genie. You can start from a format that's already working and rebuild it with your game inside. Or you can start from scratch and describe the playable to Genie Agent.

Genie Core keeps every version on brand, and Genie Playable exports network-ready variants for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral from one source, with Moloco coming soon. No developer is needed at any step, and your team makes the final call on every version. Sign-up is free and covers your first two playables. Try it on your game.

Where to go next

First playable? Follow how to make a playable ad step by step, then run it through the playable ad best practices checklist. Once it's live, read how to know if your playable ad is working and how to A/B test playable ads.

FAQ

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Sources

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