PlayableForge

PlayableForge vs. Luna: an honest comparison

Comparison · Updated 2026-09-06

Unity's Luna (Playworks) is the best-known way to turn a Unity game into a playable ad. PlayableForge does the same job with smaller output files, a flat price, and no tie to a single ad network. Here is how they compare.

PlayableForgeLuna / Playworks
Typical export sizeUnder 1 MB for a small casual gameAround 2 MB for the same game
Networks supported20+, from one exportBroad coverage, network-by-network builds
Where it runsUnity editor plugin + web dashboardUnity editor plugin + web dashboard
OwnershipIndependentOwned by Unity, which also owns Unity Ads and ironSource
Pricing modelFlat per-seat monthly fee, unlimited exportsQuote-based; historically tied to spend or plan tier
Rewrite requiredNo; existing C# gameplay is compiled to the playable runtimeNo
StatusBeta, launching soonMature

Luna details are from public documentation as of 2026-09-06. If something is out of date, email hello@playableforge.io and we will correct it.

Where Luna is still ahead

Luna has years of production use, a large support team and deeper integration with Unity Ads. If you spend most of your budget on Unity's own networks and are happy with your current file sizes, there is little reason to switch today.

Where PlayableForge is the better fit

Migrating from Luna

  1. Remove the Luna package from the project (keep a branch with it, in case).
  2. Import the PlayableForge package and open Window → PlayableForge.
  3. Point it at the same scene you exported with Luna. Luna-specific attributes are ignored; nothing needs deleting.
  4. Export to one network first, compare size and behavior side by side, then enable the rest.

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.