Ad Network Guide

Playable Ads for Moloco

Moloco is a programmatic DSP built around machine learning, and it optimises delivery differently from traditional ad networks. Rather than using server-side models trained on aggregated historical data, Moloco deploys on-device ML inference that learns in real time from each publisher app's own user signals. This allows Moloco to predict the lifetime value of an individual user with significantly higher precision than conventional DSPs, which suits ROAS-optimised UA campaigns, where the goal is users who spend money rather than installs alone. Moloco serves mobile gaming advertisers as well as e-commerce and fintech app developers seeking high-value, high-retention installs.

Single HTML fileSize limit: 5 MBMust not include mraid.js

Playable ads on Moloco benefit from the platform's ML signal loop in a specific way: Moloco's model incorporates creative engagement data (including how long users interact with a playable, whether they reach the CTA, and post-install behaviour) into its bidding decisions. A playable that brings in engaged users is shown to more users like them over time, so the campaign gets more efficient without manual bid changes. Technically, Moloco documents a single data-URI-compressed file with no external references, and it is explicit on two points that trip up builds made for other networks: the file must not be zipped for upload, and it must not include mraid.js. Moloco scans every upload for mraid.js and XMLHttpRequest, and the same file can also run as an Interactive End Card after a video.

The upload workflow for Moloco varies depending on your account type. Larger advertisers with managed-service relationships upload creatives through their Moloco account manager, who handles campaign configuration and creative approval. Advertisers with self-serve access use the Moloco Cloud dashboard to upload HTML files under Creatives > Interactive. In both cases the creative is a single HTML file, but not the same file you would upload to Unity Ads or AppLovin: a Moloco build carries no mraid.js and exits with FbPlayableAd.onCTAClick(), the same call Meta uses.

Export specifications

SpecificationValue
Accepted formatSingle .html: must not be zipped
Playable Ads Maker exportsSingle HTML file
Published size limit5 MB
Playable Ads Maker builds to5 MB
MRAIDMust not include mraid.js
Store-exit callFbPlayableAd.onCTAClick()
External requestsNone allowed at runtime
Optimisation targetsCPI, ROAS, in-app events (purchase, subscription, etc.)
Inventory sourceOpen RTB exchange + direct publisher deals
Review time estimate1–2 business days (managed via account manager)

Size, format, MRAID and store-exit rows are taken from Moloco’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 HTML file into the free Playable Ad Spec Checker and it will grade it against these Moloco requirements (size, packaging, MRAID and the store-exit call) in your browser, with nothing uploaded.

Check my Moloco playable ad

How to upload to Moloco

  1. Build your playable in the Playable Ads Maker, focusing on an interaction that clearly conveys the value proposition of your app: Moloco's ML optimises for users who install and engage, so a playable that accurately represents your app's experience drives better post-install signal.
  2. Select the Moloco preset in the Export modal and download the single HTML file. It carries no mraid.js tag and wires your CTA to FbPlayableAd.onCTAClick(). Do not zip it. Moloco documents that the file must not be zipped for upload.
  3. Check the size: Moloco publishes 5 MB, and Playable Ads Maker builds Moloco exports to 5 MB. If using managed-service, share the file with your Moloco account manager via the agreed transfer method (usually email or a shared drive).
  4. If you have self-serve access to Moloco Cloud, log in and navigate to Creatives > Interactive / Playable.
  5. Upload the HTML file and fix anything Moloco flags before the creative goes live.
  6. Work with your account manager (or use the self-serve UI) to configure the campaign: set your optimisation goal (CPI or ROAS), define the target in-app events to optimise for, and specify geo and device targeting.
  7. Launch the campaign and monitor the Moloco dashboard for creative performance metrics including engagement rate, click-through rate, and post-install conversion. Moloco's ML requires approximately 1–2 weeks of data to fully calibrate delivery.

File size tip

Moloco publishes a limit of 5 MB; Playable Ads Maker builds Moloco 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 Moloco playable ads

Set up post-install event tracking so ROAS optimisation can run

Moloco's main strength is that it can optimise for post-install revenue events rather than just installs. To activate ROAS optimisation, you must have your mobile measurement partner (MMP) correctly configured to pass purchase or subscription events back to Moloco's attribution pipeline. Without this signal, Moloco defaults to install optimisation, which is significantly less efficient for revenue-focused campaigns. Before launching your playable campaign, verify that your MMP integration (AppsFlyer, Adjust, or Singular) is live and sending event postbacks.

Moloco's ML needs creative signal data, so start with broader targeting

Unlike rule-based DSPs where you manually specify narrow audience segments, Moloco's ML model discovers the best audiences automatically from broad initial targeting. When launching a new playable creative, avoid tight geo, age or interest filters. Start with the broadest reasonable audience for your app and let Moloco's model identify which user segments produce the best post-install events. Manual narrow targeting can starve the model of signal and slow the optimisation feedback loop.

Provide multiple creative variants to help Moloco's model differentiate audiences

Moloco's system allocates budget between creative variants based on which performs best for each user segment. Uploading two or three playable variants with clearly different opening hooks (for example, a mechanic-demonstration variant versus a character-story variant) allows the ML to learn that different audience segments respond to different creative approaches. Running several variants consistently improves overall campaign ROAS compared to running a single playable against the full audience.

Playable Ads Maker does the Moloco packaging (Single HTML file), wires the FbPlayableAd.onCTAClick() store exit and inlines every asset when you export.

Build your playable ad

Frequently asked questions

What makes Moloco different from traditional gaming DSPs like Unity Ads or AppLovin?

Traditional gaming DSPs primarily operate their own publisher SDK networks and optimise delivery based on historical performance across those networks. Moloco is a pure DSP with no owned publisher SDK. It buys programmatic inventory through open RTB exchanges and direct deals, using on-device ML models that learn from first-party signals in real time at each publisher. This architecture makes Moloco more flexible in terms of publisher coverage but means it is accessing the same open-market inventory as many other buyers, competing on how well it bids rather than on exclusive publisher relationships.

Does Moloco have a self-serve dashboard for playable ad uploads?

Yes, but access varies by account tier. Larger advertisers typically work with a managed-service team at Moloco, especially during initial campaign setup and creative approval. Moloco Cloud, the self-serve platform, is available to qualifying advertisers and provides direct access to creative uploads, campaign management, and performance reporting. If you are setting up a new Moloco account, contact their sales team to confirm which access tier is available for your spend level.

Can Moloco optimise for post-install events rather than just installs?

Yes. ROAS and in-app event optimisation is one of the main things that sets Moloco apart. You can configure campaigns to optimise for specific events such as first purchase, subscription start, level completion, or any custom event your MMP tracks. Moloco's ML model uses these events as training signal to identify and bid more aggressively for users who are likely to complete the target action, not just install the app.

Does Moloco use MRAID for playable ads?

No. Moloco's creative guide says a playable must not include mraid.js, and must not be zipped: it takes one data-URI-compressed HTML file with no external references. The store exit is FbPlayableAd.onCTAClick() (the same call Meta uses) rather than mraid.open(). An export made for an MRAID network such as Unity or AppLovin is therefore the wrong file for Moloco; the Playable Ads Maker's Moloco preset builds the Moloco version from the same project.

Which verticals does Moloco specialise in for playable ads?

Moloco runs successful playable campaigns across mobile gaming (casual, mid-core, and hyper-casual), fintech apps, e-commerce, and subscription apps. Its ML optimisation approach is format-agnostic. Any app with a measurable post-install event can benefit from Moloco's ROAS optimisation. For gaming advertisers, Moloco is particularly strong for UA campaigns where the goal is D7 ROAS rather than just Day-1 install volume, because the ML model learns to prioritise users who monetise within the first week.

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