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Unity Ads export

Unity Ads playable ad specs

The Unity Ads export is one self-contained HTML file up to 5 MB with mraid.js. The game doesn’t start until MRAID reports the ad as ready and viewable, and the store opens through mraid.open().

5MB max

Max size
5 MB
Package
Single HTML file
MRAID
mraid.js in <head>
Click-out
mraid.open(storeUrl)
Start
On MRAID ready + viewable
Orientation
Both, from the layout

Read from our export code, not copied from Unity Ads’s docs. Last checked 13 October 2026. Check the network’s current spec before a big launch.

What’s in the download

Files

your-game-unity.html

your-game is your project title, lowercased with dashes. Everything is inside the file: images as WebP, sounds, 3D models and libraries like three.js or Matter.js. No CDN, no web fonts, no remote URLs.

Added to <head>

<script src="mraid.js"></script>

Plus a start gate. The game waits for MRAID’s ready event and for mraid.isViewable() (or the next viewableChange) before it starts. Nothing in the file locks the orientation. The game resizes to the screen, and QA checks it in portrait and landscape.

How the store opens

The game’s store button calls openStore(). In the Unity Ads export that runs, in order:

  1. 1mraid.open(storeUrl)
  2. 2window.open(storeUrl) if MRAID is missing

It only fires from a tap. QA checks that nothing opens the store on a timer, which networks reject.

Over 5 MB?

Images are re-encoded to WebP step by step, from 1024 px at quality 80 down to 512 px at 50, stopping at the first step that fits. If the file is still over 5 MB, it ships as a compressed self-extracting HTML: the game is gzipped inside the file and unpacked by the browser when the ad opens, and the network’s script tags stay outside so its checker still finds them.

What QA checks before you export

The QA agent plays every build in a headless phone browser and checks the package. A build that fails goes back to the developer agent with the fix.

  1. 01

    Size under the limit

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

  2. 02

    Click-out wired, from a tap only

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

  3. 03

    No external requests

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

  4. 04

    Starts when it's seen

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

  5. 05

    Portrait and landscape

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

  6. 06

    Sound starts on tap

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

Play one before you export

All 34 showcase builds are under 5 MB as they are.

Unity Ads export questions

Build it once. Export it for Unity Ads.

Build and play free. Exporting needs Pro or Business.