How to export a Unity playable ad for Mintegral
Mintegral accepts HTML5 playable ads with strict packaging rules. This guide covers the current spec, the export steps with PlayableForge, and the reasons Mintegral most often rejects a playable.
Mintegral playable ad specification
| Requirement | Mintegral |
|---|---|
| Max file size | 5 MB (zip) |
| Format | Zip archive containing index.html and assets; must pass Mintegral's online checker |
| Orientation | Portrait and landscape both supported; the ad must handle rotation. |
| Required callbacks | window.gameReady() on load, window.install() on CTA, window.gameEnd() at the end of play |
| External requests | None. All assets must be inlined; no network calls at runtime. |
Verify against the current Mintegral documentation before submitting; networks change limits without notice. Last checked: 2026-09-06.
Mintegral is the network where a zip is expected rather than a single file, and its online playable checker is the strictest in the industry on load time and asset paths.
Export a Unity playable for Mintegral 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 Mintegral. The size budget in the inspector switches to 5 MB (zip).
- Press Export. The plugin builds the runtime, inlines assets, injects the Mintegral callbacks and packages the file as zip archive containing index.html and assets.
- Download from the dashboard and upload to Mintegral. The dashboard shows the final size and a pass/fail against the spec before you upload.
Why Mintegral rejects playables
- Zip nested inside a folder (index.html must be at the root of the archive).
gameReady()never called, so the checker times out.- Absolute asset paths instead of relative ones.
- Total unzipped size well over the zipped size limit; Mintegral judges both.
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.