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AppLovin playable ad requirements and how to test before you upload

AppLovin's 2026 playable rules: 5 MB single HTML, MRAID 2.0, mraid.open. Plus how to test with Playable Preview and fix common rejections.

Yonathan Avivi
Yonathan Avivi, Head of Marketing, Genie Labs Technical review by Yotam Wolf, CTO·Published ·Last verified against AppLovin's official creative specs·6 min read

AppLovin requires playable ads to be a single HTML file of 5 MB or less, with every asset embedded (base64 or base122), MRAID 2.0 support, and mraid.open() for the click to the store. The playable has to work in portrait and landscape, stay muted until the first interaction, and never redirect on the first tap. Test it in AppLovin's Playable Preview web tool, then on a real device through the Playable Preview app, before you upload.

Key takeaways
  • One file, 5 MB at most, no external resources or network calls.
  • Wait for MRAID to be ready before any MRAID call or layout decision. It's the most common reason AppLovin playables freeze.
  • Click out through mraid.open() only. The first tap plays; it doesn't redirect.
  • Violations can get assets blocked or the account banned, so test every build, not only the first.
  • Genie Playable builds AppLovin-ready playables from your own game, packaged to these rules alongside nine other networks.
Short on time? Analyze this article and get the key conclusions

What are AppLovin's playable ad requirements in 2026?

RequirementAppLovin's rule
File size5 MB or less
FormatOne single HTML file. Images, audio, fonts and scripts embedded as base64 or base122
External resourcesNot allowed. No external files, no network calls
MRAIDMust support MRAID 2.0. Wait for the ready event, or check that mraid.getState() isn't 'loading', before calling MRAID or deciding the layout
Click to storemraid.open(). Other methods make the click-through fail
OrientationMust work in portrait and landscape
AudioMuted until the first interaction; stopped or muted when the ad closes or is hidden
TimerAny in-ad timer starts only after the first interaction
RedirectsNo store redirect on the first tap; no auto-click or auto-redirect
LoadingMust load and become interactive "in a reasonable time frame"
WebGLAppLovin's older guidelines ask for a fallback UI if WebGL fails or loses context

Why does AppLovin matter so much for playables?

AppLovin carries the largest share of playable ad traffic, around 59%, and most new playable experiments, according to AppAgent's analysis of Apptica data. For many small studios, AppLovin is the reason they need playables at all. Its Axon engine leans heavily on interactive creatives, and practitioners put the realistic floor for testing a campaign there at about $500 a day. At that budget, a broken playable is an expensive way to learn.

How do I test an AppLovin playable before uploading?

  1. 1Open the Playable Preview web tool at p.applov.in/playablePreview?create=1.
  2. 2Load your playable. Paste a URL to your hosted .html file, or drag and drop the file.
  3. 3Play it in the simulated device. Use the Rotate button to check both orientations.
  4. 4Tap your CTA. A working mraid.open() shows "You have successfully clicked."
  5. 5Scan the QR code at the bottom of the page with the Playable Preview app (AppLovin, iOS and Android). It runs the playable inside the AppLovin SDK on a real device, which is as close to production as you'll get before launch.
  6. 6Test on a low-end Android phone. Check load time, frame rate, and that sound stays off until you tap.

The tool also warns that playables should be "made using Runtime Analysis", or they may freeze and be disabled. AppLovin doesn't define the term publicly. If you see freezes in preview, check MRAID readiness first.

Built for AppLovin from the start.Genie Playable packages every playable as a single HTML file with MRAID and the store click already set up. Your team spends its time on the creative, not on rejections.
Try it free on your game

Why do AppLovin playables get rejected or disabled?

ProblemWhy it breaksFix
MRAID called before it's readyThe ad freezes or the layout is wrongListen for the MRAID ready event before any MRAID call
Over 5 MBRejectedCompress assets and aim for 2 to 3 MB, since base64 adds about a third
External or relative asset pathsBlank or broken assets inside the SDKInline everything into the single HTML file
Click through window.open or a linkClick-through failsUse mraid.open()
First tap opens the store, or an auto-redirectPolicy violationLet the first tap play; show the CTA later
Sound autoplaysPolicy violationStart muted; unmute after interaction
Portrait-only layoutBroken on landscape placementsResponsive layout for both

AppLovin's demand partner policies allow it to block assets or ban accounts for violations. Test every version.

What should I check before every AppLovin upload?

  • Single .html file, 5 MB or less
  • No external URLs in the code (search it for "http")
  • MRAID ready check before any MRAID call
  • CTA uses mraid.open() and shows the success message in Playable Preview
  • First tap plays, no redirect
  • Muted until the first interaction
  • Works in both orientations (Rotate button)
  • Tested on a device through the Playable Preview app

How do I ship AppLovin playables faster?

The build is rarely the hard part. The loop is. AppLovin creatives fatigue fast, so the studios that do well ship steady variations of a winning playable, such as a new hook, a different fail state or an event skin, instead of one hero file. Genie Playable builds AppLovin-ready playables from your own game, from a format that's already working, or from a brief, and lets your team make the next version from the last one. Try it free on your game.

FAQ

What is the AppLovin playable ad size limit?+

5 MB or less, as one single HTML file with every asset embedded.

Does AppLovin accept ZIP files for playables?+

No. AppLovin requires a single self-contained HTML file.

Which MRAID version does AppLovin use?+

MRAID 2.0. Your playable has to wait until MRAID is ready before using it.

How do I preview an AppLovin playable?+

Use the AppLovin Playable Preview web tool, then scan its QR code with the Playable Preview app to test on a real device.

Can I run the same playable on AppLovin and Meta?+

Not the same file. Meta requires the playable to work without mraid.js and uses FbPlayableAd.onCTAClick(). Our Playable ad specs by network covers the differences.

Sources

  1. AppLovin creative specs and guidelines
  2. AppLovin legacy best practices
  3. AppLovin Playable Preview
  4. Playable Preview app (App Store)
  5. AppAgent, State of Playable Ads 2025
  6. RocketshipHQ, testing creatives on AppLovin
  7. PlayableKit, AppLovin playable ads

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