Tool Comparison
Playable Ads Maker vs Unity Playworks (Luna)
Unity Playworks has a free tier, but it only exports to Unity Ads. Every other ad network costs$15,000/month on the Pro plan. The primary workflow also requires Unity Editor installed. Playable Ads Maker is a browser-based no-code editor with a free plan (2 free exports in your first 14 days, any network) and paid tiers at $29.99–$349.99/month billed monthly, with no game engine requirement.
Unity Playworks is built on technology from Luna Labs, which Unity acquired, so it is also known as Luna or Luna Playworks. Its tiers and prices are as last checked (July 2025).
Pricing: what each tier includes
| Tier | Playable Ads Maker | Unity Playworks |
|---|---|---|
| Free | Free to build and preview: 2 free exports in your first 14 days, any one of the 12 networks, every creative feature | Lite: unlimited exports to Unity Ads only; no analytics; no Creative Testing |
| Entry | Solo: $29.99/mo billed monthly, 10 exports, 2 networks/export (any of the 12) | No mid tier: jump to Pro at $15,000/month |
| Mid | Studio: $99.99/mo billed monthly, 100 exports, 3 networks/export | — |
| Full access | Agency: $349.99/mo billed monthly, unlimited exports, all 12 networks per export | Pro: $15,000/mo, unlimited exports, 25+ networks, Insights analytics, Creative Testing |
| Custom | — | LevelPlay Mediation: custom quote for Unity mediation customers |
What the free tier covers
Unity Playworks Lite is free and offers unlimited exports, but only to Unity Ads. If your campaigns run on AppLovin, Meta, TikTok, Mintegral, Moloco, or any network other than Unity Ads, the Lite tier cannot deliver to those networks. Multi-network access starts at $15,000/month. There is no middle ground between free (Unity Ads only) and $15,000/month.
Feature comparison
| Feature | Playable Ads Maker | Unity Playworks |
|---|---|---|
| Browser-based editor | Yes, fully browser-based | Web platform for management; creative authoring requires Unity Editor |
| Unity Editor required | No | Yes, for primary workflow; JS path bypasses this but loses core value |
| No-code creation | Yes, no game engine knowledge needed | Primary path requires Unity development skills |
| Ad networks (free tier) | Any one of 12, your choice per export | Unity Ads only |
| Ad networks (paid tier) | All 12 named networks on every plan; 2 or 3 per export on Solo and Studio, all 12 at once on Agency ($349.99/mo billed monthly) | 25+ networks (Pro, $15,000/mo) |
| MRAID export | Yes, all plans | Yes, per-network output handled by the platform |
| Game template editor | Yes, all 254 prebuilt playables on every plan; building from scratch on Agency ($349.99/mo billed monthly) | No, reuses existing Unity game project assets |
| Video playable editor | Yes, all plans | Not a specific platform feature |
| Break / interaction triggers | Yes: tap, time, hold, path (every plan) | Not documented as a platform feature |
| Particle FX | Yes, 29 presets + custom physics (every plan) | Via Unity Editor; no platform-level preset system |
| Kinetic text animations | Yes, 7 per-character presets (6 entrances and an idle loop) (every plan) | Not a platform feature |
AI features and what they cost
| AI | Playable Ads Maker | Unity Playworks |
|---|---|---|
| AI generation | Yes: a brand-new game from one sentence or a store link, playables built from editor blocks, re-themed templates and AI end cards | None found - "Dynamic playables" automate variable A/B testing, not generation |
| AI editing | Change anything by chat, with a restore point for every change, and A/B variants that change one thing | None found |
| AI pictures & sounds | Pictures in the playable's own art style and royalty-free sounds, all replaceable | None found |
| AI translation | Translate with AI into all 17 export languages | None found |
| How AI is priced | AI credits every month on every paid plan: 200 (Solo) / 600 (Studio) / 2,400 (Agency). Each job shows its price first and charges only what it used. | Not offered |
What each AI job costs on Playable Ads Maker
| Job | Typical | At most |
|---|---|---|
| A brand-new 3D AI game | 227-355 credits | quoted before it starts |
| A brand-new 2D AI game | 172-235 credits | 391 credits |
| A re-theme of an AI game | 63-113 credits | 166 credits |
| A change to an AI game by chat | 16-66 credits | 97 credits |
| A custom composed playable | 65-93 credits | quoted before it starts |
| An AI end card | 5-17 credits | 30 credits |
Always free: editing anything by hand in the editor, going back to any restore point, the Playable Score and its one-click fixes, playing and remixing the AI examples, a job that fails on our side. Full AI price list · See what AI made
Unity Playworks's AI as stated on its own pages, checked 2026-10: unity.com/products/playworks, docs.lunalabs.io/docs/playable/pricing.
What Unity Playworks actually is
Unity Playworks (built on technology from Luna Labs, acquired by Unity) is a pipeline tool for Unity game studios to convert their existing game builds into playable ads. The primary workflow uses a Unity Editor plugin: install the Playworks Plugin as a Unity package, build a scene from your existing game, and the plugin generates output compatible with the Playworks Playable Game Engine. That output is uploaded to the Playworks web platform for per-network distribution, variant management, and analytics.
The platform's core value is reusing existing Unity game code and art for playable ads rather than rebuilding from scratch. The creative authoring happens in Unity Editor; Playworks handles distribution, optimisation, and analytics.
The JavaScript Playables path
Unity Playworks also supports uploading HTML5 playables built outside Unity via their JavaScript Playables path. This lets non-Unity developers use the Playworks platform for network distribution and analytics. However, this path loses the primary benefit of reusing Unity assets and still costs $15,000/month for multi-network access.
When Unity Playworks makes sense
Unity Playworks is built for one buyer: a Unity game studio that wants to reuse existing game code and assets directly in playable ads. For that use case, converting a live Unity game into a playable, it removes significant rebuild work. The Pro plan also includes Creative Testing (up to 256 automated variants) and Insights analytics for teams running high-volume UA at enterprise scale. These are real capabilities, but they come at $15,000/month and require an active Unity development environment.
Where Playable Ads Maker differs
No Unity, no plugin: build from the browser
Playable Ads Maker is a browser-based no-code editor. No Unity, no Unreal, no game engine of any kind is required. Marketers, designers, and growth teams can build playable ads directly from the browser using pre-built game templates, video upload, or the end card editor. There is no package to install, no project to build, and no CLI workflow between creation and export.
Break System: video-pause interaction mechanics
The Video Editor includes a Break System that has no documented equivalent in Unity Playworks. At configured timeline points, video playback pauses and the viewer must interact to continue. Trigger types include tap, Break Hold (hold finger for a set duration), and Break Hold Path (the viewer follows a path shape, such as an ellipse, rectangle, figure-8 or custom points, before playback resumes). Double-tap is also available. The result is a video ad that requires active participation rather than passive viewing: viewers tap through an interactive moment before the gameplay or end card appears. All trigger logic is configured visually with no code and exported as a single MRAID file.
254 playable templates without a Unity project
Playable Ads Maker's template library covers 254 playable templates: match-3, water sort, merge, bubble shooter, idle merge, spin wheel, flow connect, whack-a-mole, and more. These are fully working interactive mechanics, every one of them on every plan, Free included, with no existing game project required. Unity Playworks is built to reuse assets from games you already made; Playable Ads Maker lets you create the gameplay mechanics for the ad from scratch.
Particle FX and kinetic text, built in
Every plan, free included, has a particle FX system with 29 presets (confetti, coins, sparkle, fireworks, level-up bursts, embers, aurora and more) with emitter controls, color modes, and custom physics. Kinetic text animates individual characters with staggered effects across 7 presets. Both are self-contained in the exported ad with no external libraries. Unity Playworks does not include platform-level preset systems for these effects.
Multi-network access without a $15,000/month commitment
Every Playable Ads Maker plan, Free included, exports to all 12 networks; what a plan sets is how many go into one export. 2 per export costs $29.99/month billed monthly, and all 12 in a single export $349.99/month billed monthly. Unity Playworks' equivalent multi-network capability starts at $15,000/month. The $14,650/month difference (both on monthly billing) is significant for any team that is not a large-scale mobile game studio with a matching UA budget.
Which fits your situation
Use Unity Playworks if
- You are a Unity game studio wanting to convert existing game builds into playable ads without rebuilding from scratch
- You need automated multivariate Creative Testing across up to 256 variants
- You need an integrated analytics dashboard with per-network, per-OS segmentation
- Your UA budget supports $15,000/month for multi-network distribution
Use Playable Ads Maker if
- You are a marketer, designer, or growth team, not a Unity game developer
- You need video playable ads with tap, hold, or path-follow triggers that pause and resume the video
- You want 254 no-code playable templates without an existing Unity project as a prerequisite
- You need particle FX and kinetic text animations as built-in production tools, not hand-coded in Unity
- Multi-network MRAID export at $29.99–$349.99/month billed monthly fits your budget better than $15,000/month
Frequently asked questions
Build a playable ad without Unity
No game engine, no plugin installation. Open the browser-based editor and start with a game template, video, or end card.
Open the editor