FAQs for Export & Deployment
1. Associate with promoted product
Q1๏ผAfter 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.

Q2๏ผBesides 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?

Q3๏ผWhen exporting to both iOS and Android, is the deduction counted as 1 time or 2 times?
Q4๏ผIf I first export with only an iOS store link, and later want to add the Android store link and export again โ does this count as 1 export or 2?
Q5๏ผCan a package exported for a specific channel be used for both iOS and Android?
Q6๏ผAn error message appears when binding the store link, stating โField package_name value is invalid:โ

Q7๏ผThe playable material is associated with a promotional product, and the link provided is for the US, but the platform recognizes the product name as Chinese. Is this normal? Will it affect the actual deployment?
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?

3.Playable on Mintegral
Q1: Does the Mintegral platform support downloading playable ads? If I have some playable ads that I donโt want to launch yet, is there a way to save them locally?
Q2: Is there a way to export a Mintegral package to local and upload it manually?

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

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.

Q2: The playable material exported for the Google channel was rejected after upload due to "download inducement."
Q3: The playable creative exported for the Google channel was rejected after upload due to "image quality."
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."
Q5: When exporting a playable for the Unity channel, I received a rejection notice saying: โAd does not scale to the size of the device screen.โ Why?

Q6: Why was my playable rejected on Applovin with the error message โError! Permission denied to upload the following HTML filesโ?

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

Q8: Applying a playable to Unity fails with the message
โRate limit has been exceeded.โ
5.Other Issues
Q1: Previously downloaded/pushed projects are missing from the playable project list?


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