FAQs for Export & Deployment

1. Associate with promoted product

Q1:After making the playable material and inputting the product information for the associated promotional products, the shop link will be messy when pasting it to the platform, and the shop link will be invalid after uploading it to the channel.

A:We need to check whether the shop link contains illegal characters (such as mixing with the product's Japanese name), and we need to delete these characters and then delete these characters and download it again.

Q2:Besides Google Play and App Store, can other store URLs be used when associating a promotional product in a playable? For example, OPPO/Huawei/Samsung/Amazon?

A: Generally not supported or recommended, as the Playturbo platform currently only supports URLs that follow the standard HTTP or HTTPS web protocol — typically Google Play or App Store links. Here are a few specific cases:s:

  • For Mintegral channel: The actual redirect URL is determined by the store link set in the Offer on the Mintegral platform, not the one associated in Playturbo (but we still suggest using a matching store link for consistency!).

  • Other Specific Channels: For certain channels such as Applovin, Unity, imobile, Adcolony, Chartboost, and Snapchat, the platform policies require that the URL used in the playable must be consistent with the URL entered when creating the campaign on the ad platform. Otherwise, the playable may fail to redirect to the app store correctly. Therefore, when delivering playable creatives to the channels listed above, we strongly recommend using a Google Play or App Store store link.

  • If you still want to use other types of URLs (e.g., Amazon), you can choose "Website" as the product type, then manually enter the URL, product name, and icon.

Q3:When exporting to both iOS and Android, is the deduction counted as 1 time or 2 times?

A: 1 time. The number of times is mainly related to the number of download channels and the number of exported versions.

A: It counts as 2 exports. Re-associating product info is treated as a project modification by the platform. It's best to bind both platforms (iOS and Android) before pushing/downloading.

Q5:Can a package exported for a specific channel be used for both iOS and Android?

A: It depends on the channel:

  • Mintegral: iOS and Android are handled separately. After applying the playable to the platform, you need to associate it with different Offers based on the device type. (You can check this in the material name suffix — it will include "ios" or "and").

  • All other channels: Universal for both iOS and Android.

A: This situation will display the English name correctly during actual deployment and will not have any impact. The reason you see the Chinese name on the platform is that it currently defaults to look up app information based on the package name and the Playturbo language environment. Therefore, if you are using the Chinese version of Playturbo, it may show the Chinese name. However, when packaging the playable material, the app information is generated based on the package name and the material's language. If the store link you provided is correct and the default language of the material is set to English, it will display the English name in the actual deployment.

You can also preview the corresponding playable material on the 【Export & Download History】 page of the platform to check the actual product information.

2.Playable Download

Q1: I created an interactive video material with Blank Canvas, and the estimated package size was around 5MB. However, after selecting channels in the download window, the package size is approximately 8MB. Why is this happening, and how can it be addressed?

A: This is because the platform applies base64 encoding for channel downloads (see image below), and video resources become larger after encoding, causing the actual package size to differ from the initial estimate.

Suggestions: a. Use the Smart Compression / Custom Compression options in the download window to reduce package size with one click. b. Reduce the number of video resources or further compress the video resources externally before uploading.

👉Related content:Package Size Estimation Content Editor - Download&Apply

3.Playable on Mintegral

Q1: Does the Mintegral platform support downloading playable ads? If I have some playable ads that I don’t want to launch yet, is there a way to save them locally?

A: Downloading is not supported. Whether the playable is created via Playturbo or any other tool, it cannot be downloaded.

Recommendation: You can apply the playable material to Mintegral platform but avoid adding it to the Creative Set. When needed, you can add it to the set and proceed from there.

Q2: Is there a way to export a Mintegral package to local and upload it manually?

A: We recommend applying playable creatives directly to Mintegral as the preferred option.

If you have special requirements and need to download the playable files locally, please select the “腾讯AMS” channel in the download window, export the files, and then upload them to Mintegral according to the platform requirements.

If you encounter any issues during upload, please contact your AM for assistance.

Q3: The playable material works fine during previews and tests on the Mintegral channel, and downloading from other channel URLs also allows for normal play. However, after pushing to Mintegral, any actions taken on the preview link obtained from Mintegral directly redirect to the store page, making it impossible to play the material normally.

A: This may be because you have marked Scene 1 as the "End Scene" when creating your playable project, which means that entering the playable experience reports an end right away. Thus, on the Mintegral platform, clicking leads to a redirect to the store (currently, Vungle and Mintegral channels require setting "Report the end of the playable ads," so if the timing for this is not set correctly, this issue will occur on these two channels, while it won't on others).

Solution: Uncheck Scene 1 as the "End Scene," and add a "Report the end of the playable ads" response event after the redirect to the store event.

👉Related content: WORK CREATION-IMPORTANT NOTICE⚠️

Q4: In the Mintegral channel, the same offer performed well using a playable template, but the custom-made blank material did not gain traction. What could be the reason?

A: ① First, ensure that you have uploaded video material to the creative set (as most traffic for interactive campaigns comes from "video + playable," so playable material needs to be paired with video). ② If you choose not to upload video, check whether your playable project has only one scene or if it has two scenes with the second marked as the Ending Scene. This is because when there is no video material in the creative set, Playable (pl) type materials can gain traction, but Endcard (iec) type materials cannot. If your project meets either of these two conditions, it will be classified as Endcard type material, which may explain the lack of performance. Most of our templates fall under the pl type.

Solution: Create a new blank scene in your project and place it at the end. No actions are needed—just ensure the total number of scenes is greater than two.

👉Related content: Mintegral Creative Operation Guide

Q5: In the Mintegral channel's test address, I uploaded a compressed package of playable material, but during the tryout, I encountered the issue of "after clicking to try, it redirects to Google App instead of my own App." What’s going on?

A: This situation is normal and can be ignored. The testing tool is primarily used to check if the playable material can redirect properly. The actual page that users see during deployment will depend on the product link bound to the offer on the Mintegral platform.

Q6: I have applied a playable project to the Mintegral sub-account A, and I want to apply the same project to Mintegral sub-account B, but the system prompts "Mintegral channel has already been pushed."

A: This is because the same version of a playable project cannot be pushed again.

Solution: Make any edits to the playable, generate a new version of the project, and then apply it.

👉Related content: 7.Version Definition (Regarding Download Count Deduction)

Q7: I tried to authorize an additional Mintegral account, but got this message: "The api_key already exists and cannot be added, please contact the administrator"?

A: This likely means the Mintegral account you're trying to authorize has already been linked to another Playturbo account.

  • If you have access to that other Playturbo account, you can go to "Assist Account Management" or remove the authorization.

  • If not, please contact your AM for assistance.

Q8: After applying a playable to Mintegral, will the product info shown on the loading screen automatically update?

For example, if I later change the app name in the store, will it reflect here?

A: No, it won’t update automatically. The platform pulls the store info at the time of the initial export. If you’d like to update the product info shown in the playable loading screen, you’ll need to reconnect the product info and re-apply the creative.

4.Playable on Other Networks

Q1: When exporting playable material for the Facebook channel, it shows an invalid JSON error and prompts a CTA button issue upon upload, even though the material can normally redirect to the store page in preview.

A: It is recommended to first test the playable material according to the Playable Upload Specifications for Networks. If the testing shows "CTAClick not yet activated," you need to click the download button in the test play area to resolve the issue.

Q2: The playable material exported for the Google channel was rejected after upload due to "download inducement."

A: Here are the current Google channel guidelines regarding "inducing downloads" for your reference:

Prohibited on End Pages:

  • The CTA button text on the end page cannot include: Download/Redirect to app store.

  • Pointer hands are not allowed on the end page.

  • Permanent download button text cannot include: Download.

Allowed Scenarios:

  • End page/permanent download button text: Next/Play now.

  • Use a zoomed white dot instead of a pointer hand on the end page CTA button.

  • An end page may consist of a blank button without text.

Q3: The playable creative exported for the Google channel was rejected after upload due to "image quality."

A: Possible reasons (we recommend making the following adjustments and re-exporting):

  • Do not add scaling animations to the CTA button, and do not include finger icons on the button (as it may be flagged for inducing downloads).

  • Increase the resolution of the background image to ensure it covers all device types. (We recommend uploading it directly to the Global Settings > Background Image slot. If you add it inside a scene, we generally suggest setting the size to at least 1800×1800.)

Q4: After uploading an interactive video ad exported for Applovin/ironSource, the preview shows that videos do not play properly, start too early, or the creative gets rejected with the message: "any iOS device, any OS: endless loading is present on all cached/uncached launches."

A: This issue usually occurs when the first video is set to “auto-play on entry & loop.” These two platforms currently do not support this type of playable. Suggested adjustments:

  • If the creative was rejected: Re-edit the creative by disabling “auto-play on entry” for the first video. Instead, set the initial screen to pause with only a finger guide animation, then start playing the video after user interaction.

  • If the creative was uploaded successfully but the preview shows early playback: You may adjust the creative, but it can still be delivered normally. The early playback occurs because Applovin previews do not correctly simulate the actual playable start time. Please confirm with Applovin whether this behavior also appears in live delivery.

Q5: When exporting a playable for the Unity channel, I received a rejection notice saying: “Ad does not scale to the size of the device screen.” Why?

A: This may be because the original project was created with both [Horizontal & Vertical screen] orientations selected, but during production, only one layout was properly designed. The other orientation was left unadjusted before exporting.

Suggestion:

  • If you want to keep both landscape and portrait, make sure to adjust the layout for the other orientation as well before exporting.

  • If you only need one orientation, duplicate the original project → select the appropriate orientation (e.g. Portrait) → re-export.

Q6: Why was my playable rejected on Applovin with the error message “Error! Permission denied to upload the following HTML files”?

A: This means your playable did not meet Applovin’s requirements. Common issues include:

  • Background music set to auto-play (must be triggered after interaction).

  • Use of auto-redirect settings (auto-redirect is not allowed).

  • Improper orientation adaptation (must support both portrait and landscape).

We recommend adjusting the creative accordingly, then re-exporting and uploading.

Q7: An error occurs when uploading a Moloco channel package, showing the message “Some exchanges don't allow XMLHttp requests, so this playable might not be served.”

A: This is because the Moloco channel does not allow tracking events to be added. Please disable the tracking toggle for this channel in PL Tracking Management, then return to the original project and make any minor modification, such as adjusting an image position or changing text size. After that, re-download the playable package.

Q8: Applying a playable to Unity fails with the message “Rate limit has been exceeded.”

A: This is most likely caused by pushing multiple creatives within a short period of time. Please wait for a while and try pushing again later.

5.Other Issues

Q1: Previously downloaded/pushed projects are missing from the playable project list?

A: It’s recommended to search using the project ID. If the project is still not found, it’s possible you may have accidentally deleted it (the platform does not delete any projects).

Copy the project ID.
Go to the corresponding module and paste the project ID to search.

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