Playbaker vs Unity Playworks
Last updated 16 October 2026 · facts checked against each company’s own pages
Unity Playworks, the tool formerly called Luna, builds playables from your Unity project. Playbaker builds them from your store page with AI agents. They solve the same problem from opposite ends, and which one fits depends mostly on whether your game is in Unity.
Which to pick
Pick Unity Playworks if
- Your game is built in Unity and a developer can work in the project: the playable reuses the real game’s code and assets.
- You only need Unity Ads: the free plan exports there without limits.
- You want creative testing and ad analytics in the same tool, and the budget for the plan that includes them.
Pick Playbaker if
- Your game isn’t in Unity, or nobody has time to work in the project: you start from the store link.
- You need several networks without a five-figure monthly plan.
- You want an original playable concept built, playtested and changed by asking, not assembled from a template.
Side by side
- What it is
- Unity PlayworksUnity’s playable ad tool: a plugin for the Unity Editor, plus no-code interactive templates
- PlaybakerAn AI studio in the browser: Producer, Art, Dev and QA agents build the playable in a chat
- You start from
- Unity PlayworksA Unity project (the Playworks build target), a JavaScript playable, or your game’s videos and images for a template
- PlaybakerA store link (Google Play, App Store or Steam), screenshots, a gameplay video, your own art, or a written brief
- Output
- Unity PlayworksA playable from your Unity build; templates such as Tap to Engage, Tap to Reveal and Choose to Result
- PlaybakerA new HTML5 game, 2D canvas or three.js 3D, every asset inside one file
- Making changes
- Unity PlayworksIn Unity, or by testing variants of attributes like colours and speeds in Playworks
- PlaybakerAsk in chat; each change is a new version you can restore
- Networks
- Unity PlayworksFree plan: Unity Ads only. Paid plan: “over 25 popular ad networks”
- Playbaker10 export targets on paid plans: AppLovin, Unity Ads, ironSource, Meta, Google Ads, TikTok, Mintegral, Moloco, Liftoff and a generic HTML5 file, each packaged for that network
- Price
- Unity PlayworksFree for Unity Ads; “$15K monthly” for all networks, Insights and Creative Testing (Unity’s docs)
- PlaybakerFree: 10 credits a month to build, play and edit, no export. Pro $35–$245 a month (50–400 credits). Business $150–$1,200 a month (250–2,000 credits), one price per team. Paid plans are opening soon.
- Testing
- Unity PlayworksCreative Testing and Insights on the paid plan
- PlaybakerQA playtests every build in a headless phone browser; no ad analytics
Unity Playworks’s column is from Unity’s own pages, checked 16 October 2026; sources at the end. Playbaker’s is from our pricing and export specs.
How each one works
Playworks starts inside Unity. You add the plugin to your project, pick the Unity Playworks build target, and upload the build; from there you manage, edit and export versions of it. Unity’s docs say the plugin also takes JavaScript playables, and its interactive templates make simple tap, swipe and choose experiences from your game’s videos and images with no code.
Playbaker starts outside the game. You paste the store link; a Producer agent reads the page and screenshots and plans a 20 to 40 second slice, Art makes assets in the game’s style, Dev builds a new HTML5 game, and QA plays it before you see it. Nothing comes from your code, so the result is a rebuild of your mechanic, not your game itself.
Networks and price
Unity’s pricing page lists two plans: a free one with unlimited exports that downloads to the Unity Ads network only, and one listed at “$15K monthly” that adds downloads for every supported network, technical support, Insights and Creative Testing.
Playbaker’s free plan builds and plays but doesn’t export. Exporting to all 10 targets is on Pro (from $35 a month) and Business. Paid plans are opening soon, so for now you join a waitlist at the listed price.
Using both
They don’t exclude each other. A team with a Unity game can test a few concepts as Playbaker playables from the store link, then build the one that wins in Playworks from the real project.
Questions
Is Unity Playworks the same as Luna?
Yes. Luna Labs was bought by ironSource in 2021, which merged with Unity the following year; the product is now called Unity Playworks, and its documentation still lives on docs.lunalabs.io.
Do I need Unity to use Playbaker?
No. Playbaker builds from your store link, screenshots, gameplay video or a written brief, whatever engine your game uses.
Is Unity Playworks free?
Its free plan exports without limits but only to the Unity Ads network, according to Unity’s pricing page. Exporting to other networks is on the paid plan.
Other comparisons: Playbaker vs PlayableMaker · Playbaker vs PlayablesAI
Try it on your game
Paste your store link. Play the result.
Free to build and play. Pro from $35 a month; paid plans opening soon.