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Playable ad specs by network: four networks compared

Playable specs for Unity, AppLovin, Meta and Mintegral side by side. Size limits, MRAID version and CTA call differ across the docs.

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On this page
  1. Playable specs compared
  2. What each page adds
  3. Unity
  4. AppLovin
  5. Meta
  6. Mintegral
  7. Why one build for every network isn’t supported
  8. What the pages don’t say
  9. Doing this in DarkCore Ramet

Unity, AppLovin, Meta and Mintegral all take an HTML playable, but their pages do not describe the same file. File size limits, the MRAID version and the call that opens the store differ, so the docs do not support “one build for every network”. The table below puts the four side by side, and cells say “Not on the page” wherever a network’s page is silent.

Playable specs compared

Every page was read on 29 Oct 2026. Meta’s page came back in German, so we translated the wording ourselves.

Parameter Unity AppLovin Meta Mintegral
Format Single HTML file (index.html) Single HTML file Zip file or a single HTML file (index.html), judging by the error texts HTML (single file)
File size Less than 5 MB 5 MB or smaller per ad file Zip under 5 MB. For a single HTML file the error texts imply a 2 MB cap 5 MB
Assets Everything inlined as base64. No relative paths or remote URLs base64 or base122 only. External resources prohibited Not on the page. Assets must not contain JavaScript redirect code Not on the page
MRAID 3.0, injected by Unity’s webview. Full-screen ads only v2.0 Not on the page Not on the page
Orientation Portrait and landscape from one responsive build Must work in landscape and portrait Not on the page Must render in portrait or landscape modes
Network calls None, except permitted analytics calls External network calls prohibited Not on the page Not on the page
Store redirect / CTA mraid.open on a CTA tap after gameplay. The first tap can’t open the store mraid.open() for click-throughs. No store redirect on the first tap, no auto-click FbPlayableAd.onCTAClick() Not on the page
Other Android 5+ and iOS 13+. No fake close buttons Timer starts after the first user interaction. Audio muted until first interaction. WebGL needs a UI fallback Objective App installs only. iPads not supported for testing Used for Playable Interstitial and Rewarded Video. “No fixed size”

What each page adds

Unity

According to Unity’s playable specifications, the file is a single index.html under 5 MB with every asset inlined as base64, and the playable must support MRAID 3.0. The store opens through mraid.open only after a tap on a CTA that follows real gameplay. The full list is in our Unity Ads playable requirements checklist.

AppLovin

AppLovin’s creative guidelines ask for a single HTML file of 5 MB or smaller, with all resources embedded in base64 or base122 and no external network calls. The playable must support MRAID v2.0 and wait for ready (or for mraid.getState() to return anything but 'loading'). Audio stays muted until the first interaction. The page gives no numeric load-time limit, no timer duration, no pixel sizes, and says nothing about MRAID v1 or v3.

Meta

Meta’s playable ads page describes the file limits through its error messages: a zip over 5 MB is rejected, and so is a single HTML file, or an index.html, over 2 MB. The CTA must call FbPlayableAd.onCTAClick(). Only the App installs objective is supported, and the page advises creating ads with status=PAUSED and switching to ACTIVE after testing. It states no orientation requirement and no general policy on external requests. A full HTML and zip spec sits in a linked help article we did not read.

Mintegral

Mintegral’s asset specs (the page shows “Last modified: 2026-09-10”) list a single HTML file, 5 MB, no fixed size, and portrait or landscape rendering for Playable Interstitial and Rewarded Video. You also upload a main image and an app icon. The page links a Playable Test Guide that we did not read. It makes no MRAID statement and says nothing about CTA handling, load time or frame rate.

Why one build for every network isn’t supported

Three differences are visible in the docs alone:

  1. File size. Unity, AppLovin and Mintegral name 5 MB. Meta’s error texts imply 2 MB for a single HTML file. A build sized for the larger number can fail on Meta.
  2. MRAID version. Unity requires 3.0 and AppLovin requires v2.0. Neither page says whether one file can satisfy both. Meta and Mintegral don’t state a version at all.
  3. The CTA call. Unity and AppLovin route the store through mraid.open, while Meta requires FbPlayableAd.onCTAClick(). A build that calls only one of them is not documented to work on the other.

Smaller rules differ too. AppLovin wants audio muted until the first interaction, while Unity’s docs focus on the iOS mute switch and viewability. Meta forbids JavaScript redirect code in assets. None of the four pages promises that a file accepted by one is accepted by another.

A safer plan is one shared game core and a thin export step per network that swaps the CTA call, checks the size against that network’s cap and tests against that network’s page. The skeleton in MRAID 3.0 playable example shows where the Unity side of that wrapper lives.

What the pages don’t say

  • Meta: orientation, MRAID support, external-request policy, and the full file spec (linked from the page).
  • Mintegral: any MRAID statement, CTA handling, load time and frame rate limits.
  • AppLovin: a numeric load-time limit, the timer duration, pixel sizes, MRAID v1 or v3 support.
  • Unity: individual asset size limits, codecs, frame rates, and the webview versions that inject MRAID.
  • All four: whether a build accepted by one network passes review on another. Re-check each page before you export, since they change.

Doing this in DarkCore Ramet

DarkCore Ramet is built for Unity Ads and includes a Playable Builder. The other three networks are here for comparison only, so use their own pages for those exports.

In DarkCore Ramet

Check each network's page before you export

DarkCore Ramet runs bulk launch and automation for Unity Ads through the official Unity API, and includes a Playable Builder.

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