In this video
- The Animate tab: Entry, Idle (Loop) and Exit presets
- Duration, Delay and Easing on every animation, and the Curve tab for your own
- Delay is what turns separate animations into a sequence
- Why clicking a second preset replaces the first — and how to stack them on the channel tabs
- Loop and Yoyo: an idle that runs for as long as the ad is open
- Exits, and the delay that is counted from when the screen appears
- When each screen starts its animations: first scene, later scene, break overlay, end card
- One animation serves both orientations
- Previewing while you build, testing with Play, and two mistakes to avoid
About this video
Motion is what makes a playable ad feel like a product instead of a banner: the reward that pops, the headline that arrives, the button that keeps breathing until it is tapped. In Playable Ads Maker every object has three slots — how it arrives, what it does while it waits, and how it leaves — and each one is a preset you click, with a duration, a delay and an easing curve you can change. This tutorial builds a reward screen from a version with no movement at all, stacks an entrance with an idle loop, adds an exit, and explains the timing rule that catches people out: delays are measured from the moment a screen appears, not from the moment an object is revealed. Every setting shown is on every plan.
Exports for Unity, AppLovin, Google, IronSource, Mintegral, Meta (Facebook), Moloco, TikTok, Liftoff, Vungle, Chartboost, InMobi and Pangle — one self-contained HTML5 file each.
Transcript
Captions in 18 languages on YouTube
This screen builds itself in. The badge pops, the headline rides up, the small line follows it, and the button keeps breathing until you tap it.
That is the Animate tab, and none of it is code. Let's build the whole thing from a screen with no movement at all.
Every object gets three slots: how it arrives, what it does while it waits, and how it leaves. Entry, Idle and Exit.
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I started this project from scratch. Select an object, open the Animate tab, and there they are.
Seven ways in. Six idle loops. Six ways out. A text object gets an extra set that animates letter by letter, and that one has its own video.
The headline gets Slide Up. It starts below where it belongs and rides up into place.
As soon as a preset is on, its card appears at the top. Duration is how long the move takes. Delay is how long it waits before starting.
Easing is the character of the move. Ease Out arrives quickly and settles. Back Out goes past its place and comes back. And on the Curve tab you can draw your own.
Delay is what turns separate animations into a sequence. The small line waits 400 ms, so it follows the headline instead of racing it.
The badge gets Pop In. It scales up from nothing, overshoots a little, and settles.
Now the button. I'll give it Fade In, and then click Pulse, the idle loop. Watch the counter: still one animation. Pulse replaced the fade.
Clicking a preset clears the whole entry block and writes its own. So the last preset you click is the only one you get.
To keep both, use the tabs beside Presets. The fade lives on Transparency, so I build the pulse on Scale myself: 1.12, Loop, and Yoyo to send it back. Two animations active, and they run together.
Exits are different. They always stack. Fade Out on the badge, and now it has an entrance and an exit. Delay here is when the exit starts, counted from the moment the screen appears. Two seconds by default, not two seconds after the entrance.
And every screen starts its own clock. The first scene starts when the ad loads. A later scene starts when its transition finishes. A break overlay starts when the break opens. An end card starts when it is shown.
One animation serves both orientations. There is no separate landscape version, so check landscape too: the same distance travels across a screen of a different shape.
While you build, the object you have selected previews itself, so you can judge a curve without leaving the panel. Everything else waits. Press Play and the whole screen runs together, the way a viewer will see it.
Two mistakes to avoid. One: an object you hide with the eye in the layers list is never built into the ad at all, so nothing can animate it. Leave it visible, and gate it with Show If instead.
Two: an entrance on something that appears later. Delays are measured from the moment the screen starts, so by the time your object is revealed, its entrance has already been and gone. Give it an idle loop, or nothing.
For a screen that is all motion, remix the Simple, Fast, Fun end card: every line of it animates. Next up: Particle FX. See you in the next video!
Build your first one free, at playableadsmaker.com.