Quick Update: When we tried to see if we can reduce build times on our side, we came across this from another forum. Linking to page 3 where the discussion is current. Title speaks for itself.
Build time taking almost a day - URP page-3
Thanks for clarifying the stock technicality. I deserve the correction for being snarky. The same technicality speaks to Unity’s liquidity though and the point stands, we can hopefully all agree that Unity has PLENTY of funding to make CB robust if they wanted to. And do it before charging per minute, resolving the chicken and egg problem they have (as you correctly state) created.
At this point, without Unity FIRST putting in serious effort to make CB reliable and the engine build process stable towards a reliably forecasting of build times towards a “per minute” goal, we’d cancel CB immediately once they decide to change the model for legacy users.
This would disrupt our workflow greatly. If you are listening, Unity folks, please explain how you envision small studios to use CB with a per minute pricing if the above uncertainty is a constant occurrence still in 2022.