> For the complete documentation index, see [llms.txt](https://help.craftsmanplus.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.craftsmanplus.com/play/export/file-size.md).

# File Size

Playable ads download inside another app, so file size directly affects load time — and most ad networks enforce a hard cap, typically around **5MB**. PLAY continuously calculates your project's export size while you build, so you always know where you stand before you export.

### The Size Badge

The **SIZE** badge sits in the editor toolbar next to the **Export** button and shows your current export size in megabytes. It updates automatically as your project saves.

The badge is measured against the standard 5MB playable budget:

* **Default** — up to 80% of the budget (\~4MB or less). You're in good shape.
* **Yellow** — over 80% (above \~4MB). Approaching the limit; start optimizing.
* **Red** — over 100% (above 5MB). The export exceeds the typical partner cap.

Clicking the badge opens the [Export dialog](/play/export/export-partners.md), where each partner row shows your export size against that partner's own limit.

### How Size Is Calculated

Your export size is the sum of:

* **Project configuration** — your scenes, layers, and settings, with every asset (images, videos, sequences, fonts, audio) encoded directly into the file. Playables must be self-contained, so assets are inlined as encoded text, which adds some overhead versus the raw file sizes.
* **Interactive Ad Engine** — the runtime that plays your creative, plus code for any games and components you use. Its size varies based on configuration.

The Export dialog breaks this down by category: Image, Text, Video, Sequence, Game, Component, Audio, Shape, and Code assets, plus the engine.

A few things keep the number honest:

* **Duplicated assets count once.** Reusing the same asset across layers or scenes adds no extra weight.
* **Hidden layers are excluded.** Assets used only by hidden layers aren't packaged into the export.
* **Disabled settings are excluded.** For example, a Background Music track only counts while the module is toggled on.

### Reducing Size

Click **Go to Assets Panel** in the Export dialog to see every asset ranked by weight, then compress or replace the heaviest offenders. Keep fullscreen assets at or under 1024×1024 — the artboard's longest side is [normalized to 1024px](/play/general/editor.md), so larger assets add weight without adding quality.

For automated, prioritized recommendations, check your [Project Score](/play/export/project-score.md): its Performance category flags oversized files and unoptimized assets and can jump you straight to each one.


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