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12.11.2024
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15 minutes

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20.08.2026

Unity Ads in 2026: User Acquisition, Monetization, and LevelPlay Setup

Unity Ads sits on both sides of the mobile advertising market at once. Advertisers use it to acquire players, publishers use it to earn revenue from the very same inventory, and both groups meet inside one ecosystem. That dual role is exactly what makes the platform confusing to newcomers. 

The name covers an ad network, a user acquisition dashboard, a monetization SDK, and, through Unity LevelPlay, a mediation layer. Each of them has its own setup path and its own definition of success.

In this guide we separate those parts, show which one fits your business goal, and explain how to prepare a launch in 2026, including the integration change that publishers with legacy Unity Ads code need to plan for this year.

What Is Unity Ads?

Unity Ads is the mobile advertising platform operated by Unity Technologies. Advertisers use the Unity Ads User Acquisition dashboard to buy installs and post-install events in mobile games and apps. 

Publishers use the Unity Ads SDK to show rewarded, interstitial, banner, and playable ads inside their own products. Unity 

LevelPlay is the separate mediation platform that manages competition between the Unity Ads network and other demand sources.

The first thing to clear up: Unity Ads is not the Unity game engine. They belong to the same company and integrate conveniently, since Unity developers can install the ads packages straight from the Package Manager. The ad platform, however, is a standalone business. Apps built outside Unity can integrate the SDK for iOS and Android and use the same feature set.

Источник: Unity

For most studios the platform shows up in one of three roles, and mobile game monetization is only one of them:

  • User acquisition: buying traffic in other apps and games to grow your own install base, managed in the Unity Ads User Acquisition dashboard.
  • In-app monetization: earning revenue by selling ad placements inside your app to advertisers on the network.
  • Mediation and bidding: letting the Unity Ads network compete against other networks and bidders for each impression, which is handled in Unity LevelPlay.

Most of the confusion around this topic comes from treating those jobs as one setting. They are three configurations, in different dashboards, with different KPIs. If in-app networks are only one part of your growth mix, it is worth reading our overview of how to promote mobile apps first, and then returning to platform-level decisions.

How user acquisition, monetization, and mediation relate inside Unity Ads


Unity Ads, LevelPlay, and Mediation: What Is the Difference?

In short: Unity Ads is a demand source, an ad network that buys and sells impressions. Unity LevelPlay is a mediation platform that decides which network, Unity Ads included, gets to serve each impression. An advertiser buys through Unity Ads. A publisher can monetize with Unity Ads alone or place it inside LevelPlay mediation alongside other networks and bidders.

Unity Ads for user acquisition

Unity currently supports four main User Acquisition campaign goals: Cost per Install (CPI), Return on Ad Spend (ROAS), Event Optimization, and Creative Testing. Event Optimization campaigns can target three event types: Level Complete, Payer, and Retention. ROAS campaigns can optimize toward in-app purchase revenue, ad revenue, or a combination of both. Some optimized campaign types require sufficient post-install event data before Unity’s models can optimize delivery effectively, so launch plans should account for a learning period rather than evaluating performance from day one. Targeting options include app source, locale, device, and app category, while creatives are reviewed against Unity’s advertising content policies before delivery.

Unity Ads Monetization for publishers

On the publisher side there are two objects that are easy to mix up. 

An ad unit is the configured advertising object: a rewarded, interstitial, or banner unit tied to a platform. 

A placement is the specific context in your app where that ad appears, such as the end of a level, the in-game store, or a pause screen. Unity documents both objects separately, in the ad units and placements guides. Rewarded placements can carry their own reward type and amount, and rewarded and interstitial placements can carry their own capping and pacing rules.

Placements can also be configured as waterfall placements or bidding placements, depending on whether the inventory is sold at manually set price targets or through a real-time auction.

Unity LevelPlay and mediation

LevelPlay is the mediation platform from Unity. It gives publishers a unified auction across SDK networks and bidders, real-time reporting, A/B testing of the ad strategy, and ad quality controls. 

For Unity projects, LevelPlay is installed through the Ads Mediation package in the Package Manager, together with a dependency resolver such as the Mobile Dependency Resolver or EDM4U. 

Setup then moves to the LevelPlay dashboard: register the app, create ad units, and save the App Key and Ad Unit IDs that the SDK needs. LevelPlay uses an App Key rather than the legacy Game ID, and it creates reusable ad instances instead of the old static Advertisement calls.

One ad request, several demand sources competing in the LevelPlay auction

LayerWhat it doesWho configures itWhere
Unity Ads, advertiser sideBuys impressions in other apps to acquire usersUA manager, growth marketerUnity Ads User Acquisition dashboard
Unity Ads, publisher sideSells your app inventory to advertisers on the networkPublisher, monetization managerUnity monetization dashboard: ad units and placements
Unity LevelPlayRuns a unified auction across Unity Ads and other networks and biddersPublisher, ad opsLevelPlay dashboard plus Ads Mediation package

Which Unity Ads Path Should You Choose?

Pick the path from the business goal, not from the product name. The table below is the shortest honest version of that decision.

Business goalRecommended pathPrimary KPIWhat to verify first
Acquire new usersUser acquisition campaignCost per valuable event, ROASAttribution, events, creative assets
Monetize a game or appUnity Ads MonetizationARPDAU, eCPM, retentionSDK integration, placements, consent
Increase demand competitionLevelPlay mediation and biddingRevenue per impression, fill rateAdapter setup, auction configuration
Test creativesCreative testing campaignCTR, install rate, downstream event qualityComparable audiences and budget

A publisher who wants both revenue and growth will eventually run two of these paths in parallel. They should still be planned, budgeted, and measured separately. Blending them into one Unity Ads project is the most common source of unreadable results.

The mistake we see most often is not a wrong bid or a weak creative. It is one team treating acquisition and monetization as a single Unity Ads setting. Once you split them into two plans with two owners and two sets of metrics, most of the arguments about performance simply disappear, because everyone can finally see what a given number is responsible for.

Olga Kilimistaya
Base Team Lead (Social Team) at adskill

Ad Formats and When to Use Them

Unity Ads supports rewarded, interstitial, banner, and playable formats. Playables are not a separate ad unit type in the same sense as the others: they are interactive creatives that can run inside rewarded and interstitial units.

Rewarded video is usually the right format for a voluntary value exchange, where the user chooses to watch and receives something concrete in return. It suits energy refills, continues, revives, currency top-ups, and store offers. It is not automatically the highest-earning format in every app, because that depends on your demand, geography, and how often the reward is genuinely useful.

FormatUser scenarioSuitable placementsPrimary metricUX risk
Rewarded VideoVoluntary value exchange for rewardsStore, game over, energy refillEngagement rate, ARPDAUBroken reward flow
InterstitialNatural session breaks/transitionsLevel transitions, exit screensImp/DAU, RetentionHigh churn risk
PlayableInteractive preview of productsInside Rewarded/Interstitial unitsPost-install event qualityLong load times
BannerPassive, non-intrusive inventoryMenus, settings, lobbiesRevenue per active userAccidental clicks

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Launching a Unity Ads User Acquisition Campaign

Before a Unity Ads campaign goes live, you need several components in place. This includes an advertiser account, an organization budget, and an attribution setup that reports installs to Unity. You also need defined post-install events for optimized goals and moderated creative packs. Finally, ensure you have a country list with bids, campaign and daily budgets, and a documented consent flow. Missing any one of them turns the first weeks of spend into unusable data.

Launch sequence for a Unity Ads user acquisition campaign

Prepare measurement before launch

Unity needs to know when an ad resulted in an install. That information is passed through attribution links, either via a mobile measurement partner (MMP) or a custom server-to-server integration. Campaigns that optimize toward value, meaning ROAS and Event goals, additionally require post-install event data, and Unity documents specific eligibility criteria for the event data needed to run them.

Three things are worth checking before you commit budget:

  1. Events are defined and firing. Decide which in-app events represent value for your business model, such as purchase, tutorial completion, subscription start, or ad revenue, and confirm that they arrive in both your MMP and Unity.
  2. Deep links resolve correctly for existing users, so re-engagement traffic does not land on a cold home screen.
  3. iOS specifics are planned. SKAdNetwork reporting and the limited number of campaign slots per title mean that iOS structures have to be deliberate. You free slots up by suspending campaigns, not by creating more of them.

Consent handling belongs to measurement, not to legal paperwork at the end. If your app operates in the EU, in US state privacy jurisdictions, or is child-directed, the consent signal you collect determines what data you may share and therefore what your campaigns can optimize against. Traffic quality checks belong here too: our guide on preventing fraud in in-app advertising covers the signals worth monitoring from the first day of spend.

Define the campaign goal

The four Unity goals map onto four different business models:

GoalWhenWhat it needs
InstallsYou need volume at a controlled cost, or you have no reliable post-install signal yetBids per country, manual or automated bidding
EventValue is expressed as an in-app action such as registration, tutorial, or purchaseA clean post-install event with sufficient volume
ROASValue is revenue, from in-app purchases or ad revenueRevenue events, an optimization window, and a learning period
Creative TestingYou need to compare creatives rather than scaleComparable audiences and equal budget exposure

Choose the goal your app can actually feed with data. A ROAS goal on an app with sparse revenue events will optimize on noise.

Build creative packages

A creative pack is the set of assets, including video, playable, and end card, that forms the ad a user sees. Treat every pack as a written hypothesis with five fields: audience, message, visual hook covering the first two seconds, call to action, and version number. Without the version field, creative-level reporting becomes impossible to interpret three weeks into the campaign. 

Plan for moderation time as well. Creatives enter a queue and are reviewed against Unity content policies before they can deliver.

Test, learn, and scale

  • One variable per test. If the hook and the call to action change together, the result tells you nothing about either of them.
  • Agree on the stopping rule before launch: the spend level or number of conversions at which you will judge the test, decided in advance rather than at the moment the numbers look convenient.
  • Judge users after install, not at install. A cheap install with no D7 retention and no events costs more than an expensive install that delivers both.
  • Scale in steps. Budget increases, new geographies, and new creatives introduced at the same time produce results you cannot attribute to anything.

Integrating Unity Ads for Monetization

The setup order is stable. First, install the ads package in your project and register the app in the dashboard. Next, create ad units for the formats you want and define named placements for the contexts where ads appear. Then, set capping and pacing and wire the consent flow. Finally, validate the integration in test mode before going live. For new Unity projects in 2026 the recommended route is the Ads Mediation package for LevelPlay rather than direct legacy integration.

Источник: Unity

SDK and placement planning

Map placements to your session loop before you touch code. A workable placement map for a mid-core game looks like the anonymized example below.

Placement nameFormatTriggerCapping and pacing
LevelComplete_RewardedRewardedOptional bonus after a levelNo cap, reward once per level
Revive_RewardedRewardedGame over, continue offerLimited per session
NextLevel_InterstitialInterstitialBetween levels, never before the first oneCapped per day, minimum interval between shows
Store_BannerBannerStore and settings screensRefresh interval set in the dashboard

Naming matters more than it might seem, because placement names are what your reports are grouped by later.

Test integration and privacy flow

Build the app and keep it in test mode until you deliberately disable that in the dashboard. LevelPlay provides an integration Test Suite for verifying that each network is configured correctly, plus a validation call that checks packages and dependencies. Test the ad flow and the consent flow together, including what happens when a user declines.

The regulation settings documentation describes the available APIs. For GDPR, recent LevelPlay SDK versions can receive consent collected by Google UMP or another CMP and pass it to supported networks. 

US state privacy laws are handled through do-not-sell signaling, and child-directed apps must be flagged in the dashboard, with the app-level or user-level treatment decided together with legal counsel. 

In the EU, consent may be required before an advertising SDK stores or accesses information on a user’s device, unless an applicable exemption applies. Confirm the implementation with your CMP provider and legal counsel.

Set frequency and pacing rules

According to the Unity guide on capping and pacing, capping limits how many ads you serve, while pacing limits the interval between them. Both can be set at ad unit level, at placement level, or at both, and when both are set the stricter rule applies. 

Unity documentation is blunt about the fact that capping and pacing can reduce revenue, which is precisely the point: you are buying retention with impressions. Frequency capping is the single setting that most often decides whether a monetization change survives its first month, so it should be tested, recorded, and revisited rather than left at a default that somebody picked eighteen months ago.

Monitor monetization without harming retention

Watch monetization metrics and experience metrics on the same screen. If ARPDAU rises while D7 retention and session length fall, you have moved revenue forward in time rather than created it. 

Useful guardrails: a maximum impressions-per-DAU figure that you will not exceed without a test, a cohort comparison after every frequency change, and a review of which placements actually produce the revenue. Often a small number of them carry most of it, and the rest are pure UX cost. The question behind all of these checks is the same: does the extra impression add more than it takes away from player LTV?

Important 2026 update

 

According to Unity documentation, as of April 1, 2026, apps monetizing with Unity Ads through direct integration via the Advertisement Legacy package might see reduced ad performance. 

Additionally, starting August 11, 2026, creating new waterfall placements is disabled; existing placements continue to serve ads but can no longer be edited. Unity strongly recommends transitioning to in-app bidding by integrating the Ads Mediation package for LevelPlay. 

Practical implications: the legacy Advertisement API maps onto LevelPlay ad instances, the Game ID is replaced by an App Key, test mode is not supported in the same way, and the legacy package must be removed only after the API migration is complete, since keeping both in one project can break it. Verify the current requirements in the Unity migration guide before planning the work, as dates and recommendations may change.

Metrics That Matter

Reporting is where the split between acquisition and monetization becomes practical rather than theoretical. The two sides of Unity Ads answer different questions. Acquisition asks how much a valuable user costs and whether that user stays. Monetization asks how much each session is worth and how much experience you traded for it. A dashboard that mixes both produces averages nobody can act on.

It helps to keep two separate scorecards and to name an owner for each. Below is the minimum set worth tracking, with the trap that usually sits behind each number.

For user acquisition:

MetricWhat it tells youWatch out for
Install rateCreative and store page efficiencyA high rate with poor retention means the ad oversold
Cost per install (CPI)Entry price of a userNever a verdict on its own
Cost per eventPrice of a valuable actionMeaningful only if the event is correctly instrumented
Event completion rateWhether acquired users reach valueFalls first when creative and product diverge
D1 and D7 retentionQuality of the cohortCompare with organic and other channels
ROASRevenue returned per unit of spendNeeds an agreed measurement window
Creative-level performanceWhich hypothesis worksRequires disciplined creative versioning

For monetization:

MetricWhat it tells youWatch out for
ImpressionsAd supply actually deliveredRising impressions with flat revenue is a demand problem
Fill rateWhether demand meets your requestsVaries by geo and format
eCPMPrice per thousand impressionsA high eCPM on tiny volume is not a strategy
ARPDAURevenue per daily active userThe headline monetization number
Ad revenueThe absolute outcomeSegment by placement, not only in total
Session lengthExperience healthEarly warning of over-monetization
RetentionLong-term revenue capacity and LTVThe metric that pays for everything else
FrequencyAds per user per sessionThe lever most often set too high
Churn signalsWhere users leaveCross-reference with placement triggers

One rule covers both tables. A single metric improving does not mean the campaign succeeded. If CPI drops while D7 retention drops with it, or if ARPDAU rises while sessions shorten, you have traded quality for a number.

Common Mistakes

Most failed Unity Ads launches do not fail on the platform side. They fail on decisions made before launch, in the way goals were framed and measurement was prepared. The list below collects the errors we see most often in audits of accounts that stopped performing, and every one of them is cheaper to prevent than to diagnose afterwards.

  • Mixing acquisition and monetization goals in one project, so that neither result can be read cleanly.
  • Launching without events and attribution, then trying to reconstruct what happened after the budget is gone.
  • Judging a campaign on CPI alone, with no downstream metrics attached to it.
  • Scaling on one good day. Daily variance in in-app traffic is large, and a single strong day is not a trend.
  • Showing interstitials too often, especially early in the first session of a new user.
  • Staying on an outdated integration path and treating a documented deprecation as somebody else’s problem.
  • Skipping consent and privacy checks, including what the app does when a user declines and how child-directed status is flagged.

Unity Ads Launch Checklist

The steps below compress everything above into a working order for a marketer or product manager. 

Not every point applies to every project, since acquisition and monetization use different halves of the list. However, the sequence is deliberate: access and measurement come first, creatives and budgets second, and the review dates last, because a launch without a scheduled review turns into a campaign nobody is responsible for.

  1. Create the Unity account and organization, and confirm who owns billing and access.
  2. Decide the path: user acquisition, monetization, mediation, or a combination of them, each planned separately.
  3. For UA, connect an MMP or a custom server-to-server integration and verify install postbacks.
  4. Define and test the post-install events that your chosen campaign goal requires.
  5. Choose the campaign goal that matches your business model and available data.
  6. Prepare creative packs as versioned hypotheses and submit them early to allow for moderation.
  7. Set the country list, bids, campaign budget, and daily budget, starting narrow.
  8. For monetization, install the current ads package, register the app, and save the App Key and ad unit IDs.
  9. Create ad units and named placements mapped to your session loop.
  10. Configure capping, pacing, and reward settings per placement, and document the starting values.
  11. Implement and test the consent flow, including declined consent and child-directed flags.
  12. Validate the integration in test mode, then set two review dates: one for creative performance, one for retention impact.

Conclusion

Unity Ads remains one of the core platforms for mobile games, but in 2026 it is best approached as three separate decisions rather than a single product choice. 

Decide whether you are buying users, selling inventory, or managing demand competition, build the measurement that this decision requires, and verify format and frequency choices against retention instead of assumption. Any published figures about reach, engagement, or format performance are worth checking against current Unity materials before they inform a plan.

Unity Ads rewards teams that prepare measurement, placements, and creatives before the first dollar is spent.

With the adskill team you can shorten that preparation: write to our team on Telegram. We will clarify your niche, goals, and budget, connect an account, and launch the campaign with you.

FAQ

Unity Ads supports both mobile user acquisition and in-app monetization. The appropriate setup depends on whether the goal is to acquire users, monetize inventory, or manage several demand sources through mediation.

Unity LevelPlay is the Unity mediation platform for managing demand sources, bidding, placements, and monetization workflows. Review current Unity documentation before selecting an integration path.

Mediation places several demand sources in competition for the same impression. In LevelPlay, networks and bidders participate in a unified auction, and the impression goes to the highest-value demand, with waterfall instances and bidding instances configured per ad unit. Your job is adapter setup, auction configuration, and monitoring revenue per impression rather than the eCPM of any single network.

Choose a format based on the user flow of your app. Rewarded ads suit voluntary value exchanges, while interstitials work best at natural breaks. Validate the choice through retention and revenue data.

Look beyond installs. Measure downstream events, retention, cost per valuable action, revenue, and ROAS where applicable.

Yes. Poor placement, aggressive frequency, irrelevant ads, or a broken reward flow can all harm user experience. Monitor retention and engagement alongside monetization metrics.

Yes. Define key in-app events, verify attribution and deep links, and test the measurement setup before committing significant budget.

A placement is the context where an ad appears in the app. An ad unit is the configured advertising object associated with that placement. Confirm terminology and implementation details in current Unity documentation.

Unity documentation states that from April 1, 2026, apps integrating Unity Ads directly through the Advertisement Legacy package might see reduced ad performance, and recommends integrating Unity Ads as a bidder through the Ads Mediation package for LevelPlay. Direct integration continues to receive fill, but the recommended path has changed, so check current guidance before scheduling migration work.

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