Ad Network Guide

Playable Ads for Liftoff Accelerate

Liftoff is a performance-first mobile DSP that combines predictive machine learning bidding with one of the mobile industry's largest owned publisher networks: Vungle, which Liftoff acquired in 2021. As a DSP, Liftoff accesses programmatic inventory through open RTB exchanges and direct publisher deals, using an ML model trained on billions of install and post-install event data points to predict which users are most likely to complete the target action, whether that is an install, a purchase, or a subscription. Its position as the parent of Vungle means Liftoff campaigns automatically access Vungle's premium publisher SDK supply alongside exchange inventory.

ZIP (index.html + main.js)Size limit: 5 MBMRAID (ready + viewable)

Liftoff's ML suits ROAS-optimised campaigns because it learns continuously from post-install event data fed back through mobile measurement partners. Unlike DSPs that optimise on a fixed audience model, Liftoff updates its bid predictions in real time as campaign performance data accumulates. A new playable creative that generates high-LTV installs gets bid on more aggressively within days as the data confirms the audience quality. Liftoff creatives therefore get more efficient over a campaign's life, which pays back the effort of making a good playable.

The Liftoff format for playable ads is a ZIP with one HTML file at its root (a single HTML file is accepted too), up to 5 MB. The creative checks MRAID's state, waits until it is ready and on screen, then exits with Liftoff.open() or mraid.open() with no URL: Liftoff supplies the destination itself. There is no 'complete' message, no iframes are allowed, and the creative draws no close button of its own (Liftoff adds one, so the top corners stay clear). That makes a Liftoff build different from a Vungle build, which posts messages to its container instead. A Liftoff playable can also serve as an interactive end card. You upload the ZIP to the Liftoff platform at platform.liftoff.io, configure your campaign targets (CPI, ROAS, event-level optimisation), and Liftoff's system handles creative trafficking across both Liftoff exchange inventory and Vungle publisher supply from a single upload.

Export specifications

SpecificationValue
Accepted formatZIP, or a single .html
Playable Ads Maker exportsZIP (index.html + main.js)
Published size limit5 MB
Playable Ads Maker builds to5 MB
MRAIDMRAID (ready + viewable)
Store-exit callLiftoff.open() / mraid.open()
External requestsNone allowed at runtime
Publisher networkLiftoff Exchange + Vungle publisher SDK supply
Review time estimate1–2 business days

Size, format, MRAID and store-exit rows are taken from Liftoff (Accelerate)’s own documentation; “Playable Ads Maker builds to” is our exporter’s own target. Every network side by side: playable ad size limits by network.

If you already have a build, drop the ZIP into the free Playable Ad Spec Checker and it will grade it against these Liftoff (Accelerate) requirements (size, packaging, MRAID and the store-exit call) in your browser, with nothing uploaded.

Check my Liftoff (Accelerate) playable ad

How to upload to Liftoff (Accelerate)

  1. Build your playable in the Playable Ads Maker. Liftoff's publisher base via Vungle skews toward casual games and lifestyle apps. Design an interaction that appeals to this engaged but mixed-genre audience.
  2. Select the Liftoff preset in the Export modal. This generates a ZIP with index.html and main.js at the root, every asset inlined, and the CTA wired to Liftoff.open(), with mraid.open() as the fallback.
  3. Download the ZIP and check its size: 5 MB is Liftoff's limit. A project that runs inside an iframe (some AI-made games do) cannot be exported for Liftoff, which rejects iframes; the export modal shows the Liftoff option as unavailable for those.
  4. Log in to the Liftoff platform at platform.liftoff.io with your Liftoff advertiser credentials.
  5. Navigate to Creatives > Playable Ads and click Upload Creative. Upload the ZIP file and fill in the required metadata (app name, bundle ID, store URLs for iOS and Android).
  6. After the creative passes automated validation, navigate to Campaigns, create or open your UA campaign, and attach the playable creative to the appropriate ad group.
  7. Configure campaign targeting (geo, device type, OS), set your optimisation goal (CPI or ROAS target), and activate. Allow 7–14 days for Liftoff's ML model to accumulate sufficient data to reach stable optimisation.

File size tip

Liftoff (Accelerate) publishes a limit of 5 MB; Playable Ads Maker builds Liftoff (Accelerate) exports to 5 MB. If your export is too large, reduce image resolution, switch to WebP at 75–80% quality, or trim animation frame counts in the Playable Ads Maker Export modal. The live size estimate updates as you adjust each setting.

Tips for Liftoff (Accelerate) playable ads

Understand the Liftoff vs Vungle account distinction before uploading

After the 2021 acquisition, Liftoff and Vungle maintained separate account systems. The Liftoff DSP platform at platform.liftoff.io is for programmatic UA campaigns with ML optimisation. The Vungle dashboard at publisher.vungle.com is primarily for publisher monetisation and direct Vungle network placements. Advertisers who want ML-optimised UA campaigns should use the Liftoff platform. It automatically accesses Vungle publisher supply as part of its inventory mix without requiring a separate Vungle advertiser account.

Give Liftoff's ML model at least two weeks before evaluating performance

Liftoff's bidding model requires a learning period of approximately 7–14 days and at least 50 target events (installs or post-install actions) before it reaches stable optimisation. During this learning period, CPIs may appear high and inconsistent as the model explores audience segments. Do not pause or make large changes to campaigns during this period. Doing so resets the learning cycle and delays optimisation. Budget your campaign to sustain delivery through the learning window.

Liftoff automatically accesses Vungle inventory, so no separate creative upload is needed

A common misconception is that running on Liftoff and Vungle inventory simultaneously requires uploading creatives to both dashboards. This is incorrect: when you upload a playable to the Liftoff platform and run a UA campaign, Liftoff's buying system bids for both Liftoff exchange impressions and Vungle publisher SDK impressions from the same campaign. You do not need to separately upload the creative to the Vungle dashboard for Vungle inventory to be accessed. Separate Vungle uploads are only needed if you want to run a direct Vungle-specific campaign outside of Liftoff's ML system.

Playable Ads Maker does the Liftoff (Accelerate) packaging (ZIP (index.html + main.js)), wires the Liftoff.open() / mraid.open() store exit and inlines every asset when you export.

Build your playable ad

Frequently asked questions

How is Liftoff different from Vungle now that they are the same company?

The roles are complementary: Liftoff is the DSP and UA buying platform. It uses ML to bid for impressions across open RTB exchanges and direct deals, optimising for installs and post-install revenue. Vungle is the publisher monetisation platform. Its SDK is embedded in thousands of publisher apps and it sells those impressions to demand sources including Liftoff. As an advertiser, you interact with Liftoff for campaign management and UA goals. Vungle becomes relevant only if you are also a publisher app monetising with the Vungle SDK.

Does uploading to Liftoff automatically include Vungle publisher inventory?

Yes. Liftoff's buying algorithm automatically bids for Vungle publisher SDK impressions alongside open RTB exchange inventory within the same campaign. You do not need separate creatives or accounts to access Vungle supply through Liftoff. The combination of Liftoff's ML optimisation and Vungle's direct publisher relationships is a large part of what the platform offers gaming UA advertisers.

What ML signals does Liftoff use to optimise playable ad delivery?

Liftoff's model incorporates post-install event data from mobile measurement partner (MMP) postbacks, publisher-level historical performance, device and OS signals, time-of-day and geo patterns, and creative engagement metrics including interaction rate and time-to-CTA in playables. Playable engagement is a useful signal because it says more about a user's intent than a single click does, which lets Liftoff's model to identify high-intent users earlier in the funnel.

Does Liftoff support SKAdNetwork for iOS campaigns?

Yes. Liftoff is fully SKAdNetwork-compliant and supports conversion value mapping for iOS campaigns in the post-IDFA environment. Playable ads are attributed through the same SKAdNetwork pipeline as other creative formats. Liftoff's attribution team can help configure conversion value schemas that capture meaningful post-install events within the 24-hour attribution window that SKAdNetwork imposes.

What ZIP file structure does Liftoff expect for playable ad uploads?

Keep the entry file, index.html, at the root of the ZIP rather than inside a folder, with no external asset references. The Playable Ads Maker's Liftoff export is index.html and main.js at the root, with every asset inlined as data URIs, and its CTA calls Liftoff.open() once the ad is ready and on screen. If you modify the HTML after export, verify that no external URLs have been introduced before re-zipping.

Building for Liftoff (Accelerate): strategy guides

Related ad networks

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