How to export a Unity playable ad for Google Ads
Google Ads accepts HTML5 playable ads with strict packaging rules. This guide covers the current spec, the export steps with PlayableForge, and the reasons Google Ads most often rejects a playable.
Google Ads playable ad specification
| Requirement | Google Ads |
|---|---|
| Max file size | 5 MB (zip) |
| Format | HTML5 zip via Google's HTML5 validator; used in App campaigns |
| Orientation | Portrait and landscape both supported; the ad must handle rotation. |
| Required callbacks | Exit via ExitApi.exit(); Google injects the store redirect |
| External requests | None. All assets must be inlined; no network calls at runtime. |
Verify against the current Google Ads documentation before submitting; networks change limits without notice. Last checked: 2026-09-06.
Google App campaigns accept HTML5 playables built to the HTML5 ads spec. Assets are uploaded as a zip and checked by Google's HTML5 validator, which enforces a whitelist of allowed external hosts (effectively none for playables).
Export a Unity playable for Google Ads with PlayableForge
- Open your Unity project with the PlayableForge package installed.
- In Window → PlayableForge, choose the playable scene and set the end-card and CTA text.
- Under Networks, tick Google Ads. The size budget in the inspector switches to 5 MB (zip).
- Press Export. The plugin builds the runtime, inlines assets, injects the Google Ads callbacks and packages the file as html5 zip via google's html5 validator.
- Download from the dashboard and upload to Google Ads. The dashboard shows the final size and a pass/fail against the spec before you upload.
Why Google Ads rejects playables
- Zip contains more than the allowed number of files or nested folders.
- References to any external domain not on Google's allow-list.
- Missing
ExitApiscript reference. - Ad exceeds 30 seconds of forced interaction before the CTA is available.
Testing before submission
Open the exported file directly in a mobile browser over a throttled connection (Chrome DevTools, "Slow 3G") and confirm it loads without a blank frame, plays with sound muted, and that the CTA fires. Then test in the network's own preview tool if it offers one.
Skip the manual work. PlayableForge exports a validated build for this network (and 20 others) from your Unity project in one click. Get early access.