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Ad networks

One file. Ten networks. No rework.

Every export is compressed to the network’s size limit, wired to your store link and checked by QA before you download it.

What each export contains

Read from our export code, not copied from network docs. Networks change their rules; check their current spec before a big launch. Last checked 13 October 2026.

Export format per ad network
NetworkMax sizePackageMRAID tagClick-out callNotes
AppLovin5 MBSingle HTML filemraid.jsmraid.open()Starts once the ad is ready and visible. Must work in portrait and landscape.
Unity Ads5 MBSingle HTML filemraid.jsmraid.open()Waits for MRAID ready and viewable before the game starts.
ironSource / LevelPlay5 MBSingle HTML filemraid.jsdapi.openStoreUrl()Falls back to mraid.open() when dapi isn't there.
Meta (Facebook)2 MBSingle HTML filenoneFbPlayableAd.onCTAClick()No mraid.js. Over 2 MB, the file ships as a compressed self-extracting HTML.
Google Ads5 MBZIP · index.htmlnoneExitApi.exit()Adds Google's exitapi.js and an ad.orientation meta for portrait and landscape.
TikTok / Pangle5 MBZIP · index.html + config.jsonnoneopenAppStore()config.json allows both orientations, English. No mraid.js.
Mintegral5 MBZIP · name/name.htmlnonewindow.install()Zip, folder and file share one name. The game calls gameEnd() on the end card.
Moloco5 MBSingle HTML filenoneFbPlayableAd.onCTAClick()Single file, no mraid.js.
Liftoff / Vungle5 MBZIP · ad.htmlnonepostMessage("download")Posts "complete" to the container when the game ends.
Generic HTML5 MBSingle HTML filenoneFirst availableTries each network's call in turn, then window.open(). For your own hosting.

What happens when you press Export

The same five steps for every network, in this order.

  1. Step 01

    Assets go inside

    Every image, sound and 3D model the game uses is fetched and embedded in the file. Nothing loads from a server.

  2. Step 02

    Images shrink to fit

    WebP, stepping from 1024 px at quality 80 down to 512 px at 50, and stopping at the first step that fits the limit.

  3. Step 03

    Libraries inlined

    three.js, Matter.js and the effects library are written into the file, not linked from a CDN.

  4. Step 04

    Network bridge

    The network's tags, a start gate that waits for the ad to be visible, and the click-out call for that network.

  5. Step 05

    Packed

    One HTML file, a compressed self-extracting one when a single file runs over, or the ZIP layout the network expects.

What QA checks before you export

The QA agent opens every build in a headless phone browser, plays it, and checks the package against these rules. Builds that fail go back to the developer with the fix.

  • Size under the limit

    Estimated per network: 5 MB, Meta 2 MB, with a list of what fills the file.

  • Click-out wired, from a tap only

    openStore() is bound to the network's call. Networks reject redirects fired by a timer.

  • No external requests

    No CDNs, web fonts or remote URLs. Everything the game needs is in the file.

  • Starts when it's seen

    The game waits until the ad is ready and visible. Unity requires it.

  • Portrait and landscape

    The layout responds to resize and rotation. AppLovin asks for both.

  • Sound starts on tap

    No audio before the first touch, so nothing blares from a feed.

Questions about 10 networks

Pick a network. Get the file.

Build and play it free. Export for all ten networks on Pro or Business.