Playable Upload Specifications for Networks
#Subscription # Customization
π‘Currently Supported Ad Networks / Test Apps
πUsually, you need to unzip the downloaded Zip file once and use the Zip file inside to upload it to the corresponding channel.
If you encounter a prompt like "The main HTML file must be named 'index' and located in the first-level directory" when uploading the file to the channel, it indicates an issue with the Zip file. You can check if the Zip file has been unzipped before.
Network | File Size | Format | Test Site | Test App |
---|---|---|---|---|
AdColony | 2 MB | Single HTML file | ||
Applovin | 5MB | Single HTML file | ||
2 MB HTML / 5 MB Zip | Single HTML or Zip with resources | |||
Google Ads | 5 MB | Zipped HTML file οΌTips: unzip the downloaded compressed file once and upload the compressed file inside it.οΌ | ||
ironSource | 5 MB | Single HTML file | ||
Liftoff | 5MB | Zip file with resources | ||
Mintegral | 5MB | Single HTML or Zip with resources | ||
Moloco | 2MB HTML / 5MB Zip | Single HTML or Zip with resources | ||
Tencent | 3MB | Zip file with resources | ||
TikTok | 3MB | Zip file with resources οΌTips: unzip the downloaded compressed file once and upload the compressed file inside it.οΌ | ||
Unity Ads | 5MB | Single HTML file | ||
Vungle | 5MB | Single HTML or Zip with resources(Name your main html file "ad.html") |
NOTEοΌRemember! that specific size, formats and APIS need to be included for desired ads, make sure you have covered all them all when implementing your scene.
NOTEοΌIf you are wondering why audio is not playing upon your playable loading; this is due to ad networks each having an overarching policy to not play audio from an ad until the user has made at least one interaction. Due to this is isn't a way for audio to play upon load.
π‘Test playable ads for specific networks
The following content provide some guidelines on how to test your playable ads for specific networks.
1. Applovin
If you wish to use external requests like analytics with your Applovin build, you will need to contact Applovin prior to uploading requesting permission to do so. Otherwise the playable will be rejected.
In order to test your build for Applovin, please follow these steps:
1οΌDownload an Applovin build from you Creative Suite account.
2οΌNavigate to the Applovin playable preview tool.
3οΌDrag in your index.html file or find it manually.
4οΌIf the playable is incorrectly formatted or over the file size limit, you will an error such as the following:
5οΌYou may now test the playable in the preview, and change the orientation.
6οΌThe preview tool will show a message when a successful app store click has taken place - please ensure this happens at all expected locations.
2.Facebook
In order to test your build for Facebook, please follow these steps:
1οΌDownload a Facebook build from your Creative Suite account.
2οΌNavigate to the Facebook playable preview tool.
3οΌDrag in your file or find it manually.
4οΌIf the playable is incorrectly formatted or over the file size limit, you will an error such as the following:
5οΌYou may now test the playable in the preview, and change the resolution.
6οΌThe preview tool will show a message when a successful app store click has taken place - please ensure this happens at all expected locations.
7οΌOnce all the specification items on the right-hand-side are green, the playable can be uploaded to Ads Manager.
3.ironSource
The ironSource test tool has been deprecated in March 2023.
If you're planning to use ironSource for your playable ads, it's essential to make sure that your build is compatible with the platform. In order to do that, you'll need to submit your build for review in the ironSource dashboard.
Submitting your build for review is a straightforward process, but it's essential to follow the correct steps to ensure that your submission is successful. To help you through this process, ironSource provides a detailed guide that explains how to submit your build for review step-by-step.
By following the instructions provided in the ironSource guide, you can ensure that your build is reviewed efficiently and effectively and that your playable ads are quality assured.
4.Mintegral
In order to test your build for Mintegral, please follow these steps:
1οΌDownload a Mintegral build from your Creative Suite account.
2οΌNavigate to the Mintegral playable preview tool.
3οΌDrag in your zip archive file or find it manually.
4οΌPlay the playable in the preview tool. If the playable has any errors such as wrong size, wrong formatting or any missing APIs, it will be highlighted in red.
5οΌYou can then preview the playable and change the orientation.
6οΌThe preview tool will show a message when a successful app store click has taken place - please ensure this happens at all expected locations.
7οΌOnce you are happy, and the test cases are all green, you can send your Playable to Mintegral.
5.TikTok
Currently, there is no testing tool available for playables on TikTok.
Additional Details
The display orientations and languages must be stored in a config.json file, located in the first-level directory.
The orientation must be stored with values of 0,1,2 (responsive, portrait, landscape).
The language code must be stored in the
playable_languages
array.
Example:
en: English ja: Japanese Ko: Korean Zh-Hant: Traditional Chinese
6.Unity Ads
In order to test your build for Unity Ads, please follow these steps:
1οΌCopy Unity Ads link from the download menu in your Creative Suite account
2οΌDownload the Android or iOS test app from Unity
3οΌOpen the app and past in the URL of your playable ad
4οΌPress "Initialize"
5οΌOnce the ad is loads, press "Show"
6οΌIf the ad fails to load, or to check the status of the ad, go back to the main screen and press "Analyse". Any issues will be surfaced in the Creative report
Example:
NOTEοΌYour playable ad must include the App Store and Google Play app store URLs in order to pass QA. Before carrying out the following steps, please ensure you have set these links in the Playable UI under:
Playable settings > iOS/Android install game link. More details here.
Please make sure that for iOS app store links, you use the apps.apple.com/
domain, and NOT the itunes.apple/com/
domain.
7.Vungle
In order to test your build for Vungle, please follow these steps provided by Vungle here.
8.Google
1οΌPlease check "Select for App Campaigns" first, and then click "UPLOAD" to upload the correct compressed package.
2οΌThe first error message is about the length of the zip file name. You can modify it freely, no need to worry.
3οΌThe second error message has been investigated by our technical team, and there doesn't seem to be any issue with the file. It may be a problem with the detection tool itself and this error can be ignored.
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