Why there's no single "Unity Playworks/Luna price"

Playworks/Luna (Unity's rebrand of Luna) isn't sold as its own SKU with its own checkout page. It's tooling built into Unity's broader engine and advertising ecosystem — which plan or seat tier unlocks it, and what that tier costs, depends on Unity's current packaging of its engine, Unity Ads, and LevelPlay offerings at the time you're checking. Unity has changed its plan names, tiers, and included features more than once, and enterprise arrangements are frequently negotiated directly rather than published at all.

That means any specific dollar figure or percentage you see for "Playworks/Luna pricing" on a third-party page — including a page like this one, if it tried to give you one — is either outdated, a guess, or describing a different Unity plan than the one you'd actually end up on. We're not going to do that here. If you need the current number, the only reliable source is unity.com directly, checked at the time you're actually budgeting, because whatever a search result says today may already be stale by the time you read it.

The practical move: treat "what does Playworks/Luna cost" as really two separate questions — (1) which Unity plan are you already on or need for your engine/ads usage generally, and (2) does that plan include the Playworks/Luna toolset. Unity's own sales and docs pages are the only place to get a current answer to either.

What you can actually pin down today

Once a playable is built in Unity/Playworks/Luna, there's a second, entirely separate cost center that has nothing to do with Unity's pricing at all: getting that one export into a shape every ad network you're running on will actually accept. That step is what PlayableKit does, and unlike Playworks/Luna' bundled pricing, PlayableKit's cost is listed, flat, and doesn't change depending on which other subscriptions you're already paying for.

PlanPriceBuilds / monthSeatsAd networks
Starter$400/mo5014 (Google, Meta, AppLovin, Unity Ads)
Studio$560/mo100110+ (all supported networks)
Scale (most-chosen)$800/mo300210+ (all supported networks)
EnterpriseCustom — contact salesUnlimitedCustom10+ (all supported networks)

That's the full current pricing for PlayableKit, with no fine print behind it. Full detail on each plan, including what's included beyond builds and seats, is on the pricing page. If your team needs volume beyond the Scale tier, or has procurement/compliance requirements, the enterprise pricing breakdown covers what typically changes at that scale.

The cost search intent usually misses: manual per-network adaptation

The number most people actually need when they search "Unity Playworks/Luna pricing" isn't Unity's list price at all — it's "what does it cost me, end to end, to get a playable live on the networks I'm running." That total has a component that rarely shows up in a budget line because it's absorbed as engineer or designer time rather than an invoice:

  • Click-through rewiring per network — Google expects a clickTag plus its ExitApi; AppLovin and Unity Ads expect mraid.open() under MRAID 2.0; Vungle's CTA calls window.parent.postMessage('download','*') with MRAID as fallback; Mintegral expects window.install(); TikTok requires its own Playable SDK and window.openAppStore(); Meta requires FbPlayableAd.onCTAClick(). Shipping the wrong call is a common, entirely avoidable rejection reason.
  • Manual asset re-encoding — AppLovin, Meta, Unity Ads, and Vungle all require a single self-contained HTML file with zero external requests, which means every image, sound, and font has to be hand-converted to an embedded data URI rather than loaded by relative path.
  • Size-limit rework — most networks cap creatives at 5 MB, with Meta and Unity Ads specifically recommending closer to 2 MB. A build that clears one network's limit can blow past another's once assets are properly embedded, forcing a second round of manual trimming.
  • Package-shape fixes — Mintegral wants the archive name, top-level folder, and HTML filename to match; TikTok wants a first-level index.html plus a config.json declaring orientation; Google wants an orientation meta tag and a flat ZIP under 512 files. Getting this wrong usually surfaces only after a failed network review, days after submission.

None of that work is optional if you're distributing to more than one network from the same Unity/Playworks/Luna build — and none of it is priced anywhere on Unity's site, because it happens after the export leaves Unity entirely. It's typically paid for in hours, not dollars: an engineer or designer re-doing the same wiring and re-encoding, per network, per creative variant, every time something ships.

Flat tool cost vs. hidden labor cost

The honest comparison isn't "PlayableKit's price vs. Playworks/Luna' price" — it's PlayableKit's flat monthly cost against the recurring labor cost of doing that per-network adaptation by hand. A single Playworks/Luna export uploaded once to PlayableKit gets clickTag/MRAID/SDK wiring, asset encoding, size handling, and package shape applied automatically, per network, from that one source build — at the fixed monthly price shown above rather than a variable number of engineering hours that scales with how many networks and creative variants you ship.

Whether that trade is worth it depends entirely on your volume: if you're shipping to one network occasionally, the manual cost is small and easy to absorb. If you're maintaining the same creative across three or more networks, or shipping new variants often, the manual-adaptation hours tend to add up to well more than any of the plans above — see Is Unity Playworks/Luna Worth It? for a fuller breakdown of when that tips.

Before you commit to a plan: you can check whether your current Playworks/Luna export has an obvious structural issue — a missing entry file, broken inline script, missing engine asset — for free, with no signup, using PlayableKit's Playable Ad Validator. It won't tell you what Unity charges, but it will tell you exactly where your export stands before you pay for anything.

The short version

  1. Unity Playworks/Luna pricing isn't published as a standalone figure — it rides inside whichever Unity engine/Ads/LevelPlay plan you're on, and that changes over time. Check unity.com directly for the current number; don't trust a fixed figure from any third-party page.
  2. PlayableKit's pricing, by contrast, is fully public and stable: $400, $560, or $800 per month, or custom Enterprise pricing for unlimited builds — see the table above or the full pricing page.
  3. The real cost most teams underestimate isn't either vendor's list price — it's the engineering/design hours spent manually adapting one export for each network's clickTag/MRAID/SDK, encoding, size, and packaging rules. That's the cost a flat monthly tool cost is actually replacing.