Playable ads guide

Playable Ad Test and Preview Tools for Every Network (2026)

A playable that works in a desktop browser can still fail inside a network's ad container: the store button does nothing, the game starts before it is visible, sound plays when it should not, or the file is simply rejected at upload. Most networks publish a tool that runs your creative in conditions close to their real SDK, and using it before you upload is the cheapest way to avoid a rejection round.

This is a directory of those tools, network by network, as of October 2026. For the order in which to test (static checks, desktop, real devices, then the network's tool) see how to test playable ads. Tools and their addresses change, so if a link below has moved, the network's help centre will name the current one.

AppLovin: Playable Preview

AppLovin's Playable Preview runs on the web at p.applov.in/playablePreview (note the short domain). You upload your HTML file or give the address of a hosted copy, and it runs the playable in a simulated device with buttons to rotate and reload. When the call to action is wired correctly, a message confirms the click. A QR code then opens the same creative in AppLovin's Playable Preview app on iOS or Android, which is the step that matters: it shows the creative inside AppLovin's real container on a real phone.

  • What it catches: a CTA that never reaches mraid.open(), layouts that break on rotation, problems that only appear inside the SDK.
  • What to check on the device: no sound before the first tap, no store redirect on the first tap, and the playable fitting both orientations. AppLovin's guidelines require all three.

Unity Ads: the Ad Testing app

Unity publishes an app called Ad Testing, for iOS and Android. You host the playable at an address ending in .html (HTTPS is required on iOS), generate a QR code for that address, and scan it from the app's Show QR code option; files uploaded to Unity's dashboard have a QR generator built in. The playable then runs inside Unity's ad SDK on your phone.

  • What it catches: anything that depends on MRAID 3.0 behaviour, including waiting for the ad to be viewable before starting and opening the store through mraid.open().
  • What to check on the device: both orientations (Unity requires both), the first touch not opening the store, and the iOS mute switch silencing the sound. See Unity Ads playable end cards.

Google provides an HTML5 validator for ads at h5validator.appspot.com, with a mode for App campaign assets. You upload the ZIP and it reports problems against Google's HTML5 rules before you try to add it to a campaign. Google's rules for playables include a ZIP of up to 5 MB with no more than 512 files, the ad.orientation meta tag, exitapi.js with ExitApi.exit() as the store exit, no sound before interaction, no local storage, and no external requests other than a short list of Google-hosted libraries.

Google does not offer an on-device preview of an HTML5 asset in the same way, so test the file on real phones yourself. Google UAC playable ads covers the build.

Meta: the Playable Preview Tool

Meta's Playable Preview Tool sits among the developer tools at developers.facebook.com/tools. You upload the playable and it checks the file against Meta's specification, lists any errors, and only shows a preview once the file passes; it also checks that the call to action is wired. The most common failure it reports is a missing FbPlayableAd.onCTAClick() call, which also fails at upload with "Missing CTA Click Function Call". Meta notes that iPads are not supported for testing.

Remember that a Meta playable also needs a lead-in video for Facebook placements, which the tool does not make for you. See Meta playable ads requirements.

Mintegral: the playable test page

Mintegral's help centre points advertisers to a playable test guide run by Mindworks, Mintegral's creative arm, to check that a playable will work on its platform. At the time of writing that link redirects to PlayTurbo, the creative tool from the same group. Developer guides describe the test page as marking errors in red and confirming when the store call succeeds.

Mintegral does not use MRAID. The calls a Mintegral build is expected to make, window.install() for the store and the lifecycle calls around the round, are covered on our Mintegral network page. A build made for an MRAID network will not pass.

Liftoff and Vungle: Creative Verifier

Liftoff (which merged with Vungle) offers Creative Verifier, an app you install on a test device. You send the creative bundle to it over your local network and it runs the playable inside Liftoff's monetization SDK, flagging problems such as a missing index.html or missing download-event calls. Liftoff's dashboard also previews creatives for orientation, the close and mute buttons, and the CTA. Liftoff opens playables only to approved advertisers, so check your account first. See Pangle and Liftoff playable specs.

TikTok and Pangle

TikTok does not publish a standalone playable tester. Testing happens in the preview step of Ads Manager when you create the ad, and TikTok notes that the jump to the store does not work in that preview, so confirm the store call on a real device by other means. The file rules are covered in TikTok playable ads.

ironSource: the network is gone

ironSource once offered a playable test tool that supported both MRAID and its own DAPI protocol, which is why "ironSource playable test tool" is still a common search. The tool is no longer the question. Unity, which owns ironSource, shut down the ironSource Ads direct network in 2026: new campaigns and creative approvals stopped on 15 April, and the network stopped serving on 30 April. Advertisers were directed to move campaigns and creatives to Unity Ads, which means the Unity Ad Testing app above is the tool to use. LevelPlay mediation and the ironSource programmatic exchange continue.

Networks without a public tool

Moloco, Chartboost and InMobi publish specifications but, as far as we could find, no public playable tester. Chartboost's playable uploader is enabled per account by its team, and InMobi asks advertisers to send exports to their contact. For these, combine three checks:

  1. Check the file against the network's rules: the store-exit call it expects, the packaging and the size cap. Our playable ad spec checker does this in your browser for any HTML file or ZIP, without uploading it anywhere.
  2. Run it in a simulated MRAID container to see how it behaves while loading, when it becomes visible, and when the CTA is tapped. Our MRAID validator does that.
  3. Open the exported file on a real iOS and a real Android device, and watch the network tab on a desktop run for any outgoing request.

What no preview tool catches

  • A store link pointing at the wrong app or the wrong country's store. The tool confirms a call was made, not where it goes.
  • Performance on an old, slow Android phone. Simulators and flagship test phones hide frame drops. See load time and FPS.
  • Policy problems: misleading gameplay, fake interface elements, claims the game does not support. See policy and compliance.
  • Whether the ad is any good. A playable can pass every check and still be confusing in the first second.

One project, one test per network

Every network expects a different store call and packaging, so the build you test must be the build for that network. Playable Ads Maker exports a separate, correctly wired file for each of 13 networks from one project, so testing is a matter of running each network's file through its own tool rather than re-wiring the creative between tests.

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