Export & Deployment Issues
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!).
For certain channels such as Applovin, Unity, iMobile, Adcolony, Chartboost, and Snapchat, these platforms require the associated store link to exactly match the actual store link used in the campaign. Otherwise, the store redirection might fail. For these cases, we highly recommend using a Google Play or App 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.
Q4:If I first export with only an iOS store link, and later want to add the Android store link and export again — does this count as 1 export or 2?
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.
Q6:The 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?
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.Related Issues with Previewing Playable ads
Q1: When previewing the playable, the bgm or other sound effects don’t play automatically upon entry, or are delayed — what’s going on?
A: This is expected behavior due to browser restrictions — audio cannot autoplay until the user performs an action (like tapping the screen). This issue won’t happen during actual ad delivery, so there’s no need to worry.
During preview, you can try tapping anywhere on the screen or clicking the persistent download button first to trigger the background music, then proceed with the playable — all audio should play normally.
Q2: The playable material looks fine in the platform preview, but when scanned with a mobile phone, it loads extremely slowly or doesn't load at all, making it impossible to play normally.
A: This issue may arise due to an excessive number of scenes or video resources within the project, which can directly lead to slow loading or stuttering during playback. It is recommended to: reduce the number of scenes to ≤4; avoid overly fragmented video clips or excessive interactions.
Q3: After creating a playable ad, the preview link on a mobile phone shows incomplete product information or other visuals. Why?
A: This issue is most likely caused by previewing the playable on a mobile browser. In such cases, the mobile screen is not fully expanded (there’s a browser navigation bar at the top or bottom), which causes part of the content to be covered—so you might not see the full screen. This won't happen in actual campaign delivery.
You can also use this tool to convert the link and preview the mobile experience on your computer 1.Change the preview device/Preview : https://playable-portal.mintegral.com/#/tools/mw-viewer
Q4: After downloading the channel package (e.g., Unity), the playable link can be opened and previewed on the computer. How can I preview it on a mobile device?
A: The playable links inside the downloaded zip file are generally not supported for direct opening on mobile devices. To view the actual preview for each channel, simply select the channel in the download window and click [Preview]. You can scan the QR code or copy the link to view it. This will show the same effect as the actual deployment.
You can also use this tool to convert the link and preview the mobile experience on your computer 1.Change the preview device/Preview : https://playable-portal.mintegral.com/#/tools/mw-viewer

Q5: Will the loading screen at the start of the playable appear during actual delivery?
A: Yes, the loading screen will be shown while the playable is loading. Loading screen language logic:
Product Info: It will first try to pull the app store info based on the project’s default language. If that’s not available, it’ll use the language from the app store info linked in Playturbo.
Description Text: If you want to show specific text in a specific language, you can fill it in when linking the product. If you leave it blank, the system will default to the language of the user’s device.

Q6: After downloading the channel package and opening the HTML file locally, I can't trigger the redirect to the app store—is this a bug?
A: This is expected. For some channels, HTML files won’t trigger redirects during local preview. No worries—this won't be an issue in actual delivery.
Q7: I encountered issues when previewing the playable on mobile via QR code. After fixing the issue, it works on PC but still not on mobile—why??
A: Please note: after any updates or changes to the project, you need to save the project first, then regenerate the preview link or QR code before testing on mobile.
If the issue persists, feel free to contact your AM.
3.Related Issues with Playable Material on Mintegral platform
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 using the Apply option to directly push the creative to Mintegral.
However, if you still need to export a playable file that can be uploaded to Mintegral manually, you can try selecting the “腾讯AMS” channel when downloading. Then follow the upload requirements for Mintegral. (If you encounter upload issues, feel free to contact your AM.)

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: 8.Version
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.Related Issues with Playable Material on Other Platforms
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 video doesn’t play properly, or the creative gets rejected with the message: "any iOS device, any OS: endless loading is present on all cached/uncached launches."
A: This might be because the first video segment in your interactive video is set to “autoplay & loop on entry.” Currently, both platforms do not support this type of playable.
Suggested fix: Rework the creative by disabling “autoplay on entry” for the first video. Instead, start with a paused initial screen that only shows a finger guide animation. Let the video play only after the user interacts.
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.

5.Related Issues with Playable ads 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

6.Finding Projects
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).


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