Playable ad converter
Turn a Unity Playworks export into a network-ready playable.
Upload your Unity Playworks export (formerly Luna) — the build Unity writes to LunaTemp/stage4/create-hub/. Pick the network. Get back one small, validated playable with that network's real click and lifecycle events — Google Ads, TikTok, Meta, Mintegral, AppLovin, ironSource and more.
Free account · 1 free build credit · packs from $100 · failed builds are never charged
One artifact per network, built to that network's spec
Each target has its own packaging, size cap, click call and lifecycle signals. The builder applies them and refuses to ship something that breaks a rule.
Three steps, then it's on your disk
Find & zip the export
Build in Unity with Luna, now Unity Playworks. The export is written to LunaTemp/stage4/create-hub/ — zip that folder.
Upload, pick a network
Drop the Playworks export and choose the target: Google Ads, TikTok, Meta, Mintegral, AppLovin, ironSource and the rest.
Download & submit
Size-stripped, validated, with the correct CTA and events. Preview it in a device frame, then download the artifact.
Buy credits
One credit builds one playable for one network. Credits are valid for 30 days, and a build that fails validation is not charged.
Prices in USD. Credits are valid for 30 days and are refundable while unused within 14 days of purchase — see the Refund Policy. Need another volume or a monthly arrangement? Contact us.
Questions
What is a playable ad converter?
A playable ad converter turns a Unity Playworks (formerly Luna) export into a self-contained HTML5 playable that a specific ad network accepts — matching its packaging, size cap, click call and lifecycle events. Luna Playable does that for every supported network from a single upload.
What exactly do I upload?
Your Unity Playworks export (formerly Luna): the build Unity writes to LunaTemp/stage4/create-hub/, zipped. At its root you should see index.html and engine/scripts.js. The builder strips build scratch and inlines the assets into one self-contained file. Full guide.
How do credits work?
Create a free account and your first build credit lands immediately — one per person. Each successful build costs a credit; a build that fails validation is free. Credits are valid for 30 days from the day they are granted and are spent oldest-first, so a newer pack never extends an older one. Your balance and next expiry date are on your account page. Bigger packs are arranged through the contact page.
Which networks are supported?
Google Ads, TikTok, Pangle, Meta, Mintegral/PlayTurbo, AppLovin, Unity Ads, ironSource, Vungle/Liftoff, Chartboost, DT Exchange, inMobi, Moloco, Snapchat, Tencent and Yandex. Each gets its own packaging, size cap and click call.
Is the build checked before I submit?
Yes. Every artifact is measured against the network's size and file caps and checked for forbidden literals; the report lists each check with its value.
Do you keep my export?
Your upload stays on your account so you can rebuild for more networks without re-uploading — even after the server has gone idle. It is used for nothing else, and Delete upload removes it the moment you ask. Removing your account removes it too. See the Privacy Policy.
Convert a Unity Playworks export into a playable ad
From a Unity build to a network-ready playable in a few minutes. Nothing to install, no SDK to wire up.
Build the playable in Unity
Build with Unity Playworks (formerly Luna) using your usual setup. The build writes its output into a LunaTemp folder inside the project.
Zip the Playworks export
The export you want is the one here:
LunaTemp/stage4/create-hub/
Zip that folder. Either zip its contents (so index.html and engine/ sit at the root of the archive) or zip the folder itself — both work, because a single top-level folder is unwrapped automatically.
Sign in
Accounts are invite-only. Contact us to get access and credits.
Upload the zip
Press Upload, or drag the .zip onto the drop zone. The builder reads it and reports how many runtime files it found and how much is strippable.
Pick the network
Choose the target. Packaging, size cap, click call and lifecycle events all change per network. The right output is preselected for you.
Set the store links
Fill in the Android and iOS store URLs. The end card's CTA opens these. Leave iOS blank if the game is not on the App Store.
Build it (one credit)
Press Build playable. A build that fails validation costs nothing, and each remaining credit is shown above the button with the date your next batch lapses. The report shows the size against the network's cap plus every check it ran.
Preview, then download
Press Play to run it in a device frame. The panel beside it shows whether the engine booted and whether the CTA fired. Then Download the artifact and submit it to the network.
What's inside a valid export
At the root, or in one wrapper folder: index.html and engine/scripts.js, plus the asset folders. Anything else is reported as "not a Playworks export" rather than guessed at.
Notes
Do I have to re-upload for every network?
No. Your upload stays on your account, so you can keep building other networks from it — even after the server has gone idle.
Which output should I pick?
HTML → zip for most networks (Google Ads, TikTok, Meta, Mintegral, Tencent, Yandex…). Single HTML for the ones that take a bare file (AppLovin, Unity, ironSource, Vungle, Moloco…). The right one is preselected when you choose the network.
What do the preview checks mean?
Engine ready — the playable booted. Game start / Game end — the engine's lifecycle events fired. CTA — the end-card click reached the network's call (or the network's SDK global, where the container owns the click).
Where do credits come from?
Create a free account and your first build credit lands straight away (one per person); larger packs come from the contact page. One credit per successful build, and credits are valid for 30 days from the day they are granted — spent oldest-first, so a newer pack never extends an older one. The Account page shows your balance, the next expiry date and every charge.
Privacy Policy
Who we are, what Luna Playable stores, and what you can do about it. Effective 10 October 2026.
Who we are
Firenado SMC Private Ltd ("we", "us") operates Luna Playable. We are the controller of the personal data described here. For anything in this policy — including a request to see, correct or delete your data — use the contact page or email firenadosmcprivateltd@gmail.com.
What we store
Your account
Your email address, whether it has been verified, and your role. Your password is stored only as a salted scrypt hash — we never hold the password itself and cannot read it. To keep you signed in we set one session cookie holding an opaque token; the server stores only a hash of that token.
Credits
Your balance, an expiry date for each pack you were granted, and a ledger of every grant and spend. This is what makes the balance on your Account page reproducible.
Your upload
The Unity Playworks (Luna) .zip you upload
and its file name. It is kept on our server only so you can build again for another network without
re-uploading — see Retention below for how to remove it.
Build outputs
The files a build produces, held in the server's scratch space so you can download them. Older ones are discarded automatically as new builds replace them.
Messages you send
Whatever you write in the contact form, plus the email address you give us so we can reply.
Abuse prevention
When you sign up, claim the free credit or verify an email, we record a truncated SHA-256 hash of your IP address (the first 16 hex characters) to rate-limit abuse. We do not store your full IP address, and the hash cannot be reversed to it.
Cookies
We set one cookie: the session cookie above (HttpOnly, SameSite=Lax, and
Secure when served over HTTPS). It exists only to keep you signed in. There are no
analytics, advertising or tracking cookies — the app loads no third-party scripts and does not
profile you.
Why we use it
To create and secure your account, to build the playables you ask for, to keep your credit balance and charging correct, to stop abuse and fraud, to answer your messages, and to meet our legal obligations. We do not use your upload or your data to train anything, and we do not sell it.
Who else is involved
We do not sell or rent your data, and we share it with no advertising or data-brokerage parties. Two processors handle it on our behalf:
- Fly.io — the hosting provider that runs the application and stores its data on a persistent disk.
- Our email delivery provider (Resend, Brevo, or a webhook we configure) — used to send verification and account emails.
Our servers currently run in Singapore. If you are elsewhere, your data is transferred to and processed there. We may also disclose data where the law requires it.
Retention
We keep things only as long as they are useful to you:
- Account data — while your account exists. Removing the account removes it.
- Your upload — kept as a convenience so you can rebuild without re-uploading. You can delete it yourself at any time from the Build tab (Delete upload), and it is deleted with your account.
- Build outputs — transient scratch files, discarded automatically as newer builds replace them.
- Contact messages — until we have dealt with them and any follow-up has gone quiet.
- IP hashes — for the length of the rate-limit window they exist to enforce.
Your choices and rights
You can delete your upload from the Build tab without asking us. For everything else — a copy of your data, a correction, deletion of your account, or an objection to how we handle something — use the contact page. Depending on where you live you may have specific statutory rights (for example access, portability, erasure or objection); we will honour them regardless of where you are.
Security
Passwords are scrypt-hashed, session tokens are stored hashed, cookies are HttpOnly and
SameSite, state-changing requests are checked against their origin to block CSRF, and traffic
is served over TLS. No system is perfect, but we do not store what we do not need — no full IP addresses,
no card details, no analytics profiles.
Children
Luna Playable is a business tool intended for people aged 18 or over, and it is not directed at children. We do not knowingly hold data belonging to anyone under 18.
Changes
If this policy changes we will update the effective date at the top. Material changes affecting how we use your data will be announced in the app.
Refund Policy
What you are buying, and when we refund it. Effective 10 October 2026.
What credits are
Luna Playable sells prepaid build credits — not a subscription. Nothing renews automatically and nothing recurs. One credit produces one successful build. A build that fails validation costs nothing. Credits are valid for 30 days from the day they are granted to your account, and each pack keeps its own expiry date; when you hold more than one pack, credits are spent oldest-expiring first, so a newer pack never shortens an older one. The free trial credit given on sign-up is a courtesy and has no cash value.
Refunds
You may request a refund of unused credits within 14 days of purchase. We refund what is left in the pack you bought, at the price you paid. We do not refund:
- credits that have already been spent — the build has been delivered;
- credits that have expired under the 30-day validity; or
- free trial credits, which carry no cash value.
If a build fails because of a fault on our side, tell us and we will re-credit it. That is not a refund — you keep the credit — so it is not subject to the 14-day window.
How to request one
Use the contact page with the email address on your account and, if you have it, your purchase reference. We will confirm the balance and the pack's expiry date, and if the request qualifies we refund to the original payment method, in the currency you paid. Please contact us before raising a payment dispute — it is nearly always faster to fix it directly.
Availability
We work to keep the service running, but we do not promise uninterrupted availability, and a short interruption is not by itself grounds for a refund. Nothing in this policy limits any right you have under mandatory consumer law where you live.
Governing law
This policy is governed by the laws of Pakistan, and the courts of Pakistan have exclusive jurisdiction over any dispute arising from it — without affecting consumer rights you hold where you live. We are Firenado SMC Private Ltd, reachable through the contact page or firenadosmcprivateltd@gmail.com.
No build yet
Drop or choose a Playworks export, pick a network, then build. Sizes, validation and downloads appear here.
Analyzing export…
Build failed
Result
PassesValidation
Outputs
Create an account
Free to sign up, and your first build credit lands straight away (one per person). Paid packs are arranged through the contact page.
Check your email
We sent a 6-digit code to your address. Enter it to prove the address and unlock your free build credit.
Sign in
New here? Create an account and your first build credit is on us.
Reset your password
Enter the email on your account. The request goes straight to the admin, who sends you a new one-time password.
Your account
Each playable build costs one credit.
Credits are valid for 30 days from the day they are granted, and are spent oldest-first.
Your credits
Activity
Change password
Credit history
Contact Luna Playable
Pick a pack and send us a message. We'll reply with payment details and add the credits to your account.
Your message
Admin
Create accounts and assign credits. Only you can raise a balance.