Playable ad best practices
Learn how to design, build, and test playable ads that engage players and pass moderation the first time.
Read time 12 minutesLast updated 3 days ago
Playable ads let players try a short interactive version of your game before they install it. This page provides recommendations for designing, building, and testing playables for Unity Ads User Acquisition. The recommendations apply to both standalone playable ads and playable end cards that run after a video ad.
The best practices on this page help you do the following:
- Design the core experience.
- Design around Unity controls and both orientations.
- Plan the end screen.
- Reduce the file size.
- Test your playable.
- Avoid common rejection reasons.
These best practices are recommendations. For the requirements that every playable must meet to pass moderation, refer to Playable asset specifications.
Design the core experience
The core experience is what the player sees and does from the first frame of your playable to the end of its gameplay loop. Players decide whether to start tapping before they read anything, so the core experience must get them playing quickly and then keep them engaged.
Refer to the following best practices for designing the core experience:
Show the core mechanic immediately
Open your playable on a state the player can act on right away, such as a board mid-puzzle, a car already moving, or a tower about to fall. Make sure the mechanic is live on the first frame and that a single tap target is clear.
Avoid logos, studio splashes, and cinematic intros. They push the first tap past the point where most players drop off.
Design around Unity controls and both orientations
Your playable shares the screen with controls that Unity draws over it, and it must fit every screen shape that Unity serves it to. Content that's hidden behind Unity's controls or cut off after an orientation change makes your playable harder to play. Moderation also rejects playables that don't scale or respond to orientation changes.
The following tabs describe how to keep important content in the safe area, away from Unity's controls, and how to design one responsive layout for both orientations.
Keep important content in the safe area
Unity can display its own controls in the top and bottom areas of the ad. These controls include the countdown, the close button, and UI for privacy and consent. The controls that appear depend on the type of ad, the region, and the player's consent state. These controls can also change over time.
Use the following best practices to design around the top and bottom areas:
- Don't assume that the top and bottom areas are empty.
- Keep interactive content inside the safe area in the middle of the screen. Interactive content includes your heads-up display (HUD), hints, and download button.
- Use the top and bottom areas only for wallpaper or other non-interactive graphics.
- In landscape orientation, leave more room for the top and bottom areas. These areas take up a larger share of the screen in landscape orientation.
Reserved areas and safe zone in a playable
Plan the end screen
When the player skips or closes your playable, Unity shows a final end card with the app icon, store rating, game name, and a download button. You don't build this end card, and you can't change its style. Because there's always a final install prompt, design your own end screen as the reward moment, not as the only chance to convert.
Layout of the Unity end card
Use the following best practices for your end screen:
- Carry the art, characters, and reward from the playable into your end screen.
- After the success moment, keep one call to action (CTA) visible. Start the CTA with a verb.
- Don't recreate the Unity end card.
- Don't use fake close buttons or fake system UI.
- Don't disguise a CTA as gameplay.
Reduce the file size
Every playable must be less than 5 MB. If your playable is over the limit, try the following techniques in order until the file is small enough. Image and video files are usually the largest part of a playable, so the techniques that reduce them come first.
- Pack animation frames and UI art into sprite sheets, so animation loads from one bitmap instead of many inlined images.
- Lower the resolution of art to what the device displays.
- Compress audio before you inline it.
Minification is a requirement for every playable, so minify the file as your final step, even if it's already less than 5 MB.
Test your playable
Testing helps you find problems before moderation rejects your playable. Test your playable in three stages: in a desktop browser, on a real device, and against a final checklist before you submit it. The following tabs cover each stage.
A desktop browser lets you play through your playable while you build it. However, a desktop browser or simulator doesn't run your playable in the real ad unit, and many common rejection reasons only appear on a real device. Always test on a device before you submit your playable.
Test in a desktop browser
Use the following guidelines to test your playable in a desktop browser:
- Make sure that the final build also runs without MRAID, so you can test the complete playable in a desktop browser.
- View the playable at mobile resolution by using the browser's mobile view or an iframe.
- Confirm that the download button opens the correct store page.
Avoid common rejection reasons
The following list shows the most frequent reasons that moderation rejects playable creatives, in order of frequency:
- Content that doesn't work
- Deceptive redirects, such as gameplay elements that open the app store
- Content that doesn't scale or respond to orientation changes
- Gambling or nudity
- Audio that ignores the iOS mute switch
- A broken install button
- Audio that doesn't stop when the screen locks or the app moves to the background
- Redirects without player interaction
- Fake errors or deceptive alerts in the UI
- One-tap playables, with no gameplay before the CTA
For the full list of moderation criteria, refer to Creative moderation checks.