Announcing Unity Cloud Build v1.0!

Dear Unity Cloud Build users,

Today, Unity Cloud Build will be exiting beta and become a commercial service! We’re proud to have come this far, and honored to be part of the Unity 5 product ecosystem.

Starting now, any user of Unity (not just Unity Pro customers) can enjoy the magic of build automation by using Unity Cloud Build. Once you login, you’ll need to pick from one of our monthly pricing plans, which have no yearly commitment:

Free Plan - no credit card needed!

  • Making the magic of automation accessible to everyone!

  • Perfect for beginners working on mobile games

  • 1GB Repo Limit

  • At least 60 minutes between builds

  • Plus:

  • Library Caching

  • Build Manifest

  • Shareable Links

  • Git & SVN Integration

Pro Plan - $25 per month, or free for 12 months with Unity Pro 5!

  • A good fit for indie developers and small teams

  • Accommodates most mobile project sizes & needs

  • 2GB Repo Limit

  • At least 30 minutes between builds

  • Everything in Free plan, plus…

  • Up to 5 Collaborators per project

  • Debug Builds

  • Custom Scripting Defines

Studio Plan - $100 per month

  • For game companies, professional developers, and build engineers

  • 5GB Repo limit

  • At least 5 minutes between builds

  • Everything in Pro plan, plus

  • Pre- and Post-Export Methods

  • Custom Scene Lists

  • API Access (new!)

  • Up to 20 Collaborators per project

  • Perforce Integration

  • Premium Support

Enterprise - Contact us for pricing!

  • Any Repo size

  • Dedicated Build Processing

  • Our highest level of service!

  • For large companies, huge teams, complex scenarios

  • Everything in Studio, plus:

  • Unlimited Collaborators

  • Dedicated Build Machines that are reserved for your projects

  • Firewall & VPN Support

  • Custom Integrations

Question: Do I have to commit to a year of service?
Answer: No, all our plans are simple month-to-month.

Question: Does everyone on my team need to be in the same plan for our project?
Answer: No, project features are determined by the plan of the project owner (i.e., the person who creates the project). So a Studio user can set up a project and then invite collaborators who are using Free or Pro accounts.

Question: what happens if my projects get downgraded because my credit card expires (or some other reason)?
Answer: Your projects will be automatically downgraded to the Free plan if your monthly payment can’t be processed. You will no longer be able to edit or change the plan-specific settings you no longer have access to, but you can re-subscribe at any time to resume your previous plan level.

Question: can I change my plan after I’ve already chosen one?
Answer: Yes! Just go back to the plans page (located in the user dropdown menu) and choose the new plan you want. Upgrades and downgrades are handled a little bit differently:

  • Upgrades take effect immediately. You will be charged a 1-time pro-rated monthly amount for the current billing cycle, and from that point forward your plan should renew using the standard monthly amount for that plan you selected.
  • Downgrades don’t take effect until the start of the next billing cycle, at which point your plan will be downgraded and your monthly subscription amount should reflect the new plan cost.

We hope this answers some of your questions - if you have more, please feel free to ask them in this thread! We’re excited to open up our doors to a wider audience and look forward to seeing what amazing things you’ll build!

Cheers,
The Unity Cloud Build Team

I am really disappointed by the final release. I was a huge advocate of the cloud build so far but the plans are simply ridiculous. Who has a repository including art assets that is below 1 Gb? I have a relatively small game but still it is already 6Gb. This means, I would need an enterprise plan already far exceeding $100!

If I read through the discussions where people share repository sizes that does not seem to be such an exception. Having the plans as they are right now, especially for me as a pro buyer and user, is simply a punch in the face. I am very disappointed. Back to offline builds for now.

3 Likes

Hi @ImpossibleRobert - Are you a current user of Cloud Build? If so, please private message me, I’d be happy to talk about your specific project & needs.

Regarding the plans: Good to know, I’m going to watch this thread and see what others say, too. But I appreciate you stating your concerns and hope I can address them shortly. Cheers!

Yes I was beta user (and gave quite a lot of feedback) and still let it build when I do updates which did not happen often for the last months as I am planning the next project now. I have PMed you and hope others post some opinions on the plans as well.

My proposal: limit other qualities but not the size, e.g. only X builds per day/week, only Y items in the history… etc. If these numbers are very small studios would instantly upgrade but indies could reasonably use it.

1 Like

Unity Cloud Build is incredibly exciting!

However, I have to agree with @ImpossibleRobert on the disk space. We just tried out our app with UCB and hit the 2 gig cap immediately. It’s just a bit too little for the “Pro” and “Studio” packages. It’s strange because the local build is only 700 MB… and our repository is ~650MB. I’m probably doing something wrong for our UCB. We’ll most likely upgrade to the Studio Plan for the extra space… but we sure would like to see if it works with our project before committing to the plan. Also - even low level support would be awesome with the “pro” plan.

Besides that, keep up the great work!

1 Like

Yeah I’ll just chime in to agree on the repo size limits as well, we used cloud build in the beta for a relatively simple 2D mobile game, and our repo is at around 2.5 GB. I could probably trim that a bit, but then again thats work that I’d rather not have to be doing.

Other than that, it’s been a pleasure using cloud build during the beta, congratulations on 1.0!

2 Likes

I can only agree with the former speakers in this thread. I do large infrastructure projects. For this current project the Asset folder is 24 GB(Mostly textures). No Desktop, No PlasticSCM. Perhaps this is only meant for small Mobile projects or Web projects?

I’m trying for the life of me to figure out what this cloud service is useful for. Could someone clarify? Is the main point of it to give you quick build times? Are long build times a problem for a lot of users? If your entire repository (the sum of every source file and every check-in you’ve ever made!) is under 2 gigs, can your build time really be that long? Would the cloud build be useful for making standalone builds as well? Do you have to download your whole exe from somewhere once its built?

1 Like

It looks to me like the biggest advantage of Unity Cloud Build is for mobile developers. Being able to download a build of your game straight to your device saves all the hassle of plugging it into your computer and building manually (especially if you’ve got team members who are working long distance).

As useful as it looks though, I feel I do have to chime in with my agreements with the previous posters.

I make games mainly for mobiles and the smallest project I’ve worked on so far came in at just over 1.4GB in size. Admittedly I probably could have reduced this a little with a bit of tidying up, but that would be an extra step of work that would take extra time (and time can be even more valuable than money when you’re only a small team).

I’d be happy with alternative limits, such as just a certain number of builds per week as was suggested above, but the repo sizes really need to be bigger. Otherwise I may just not use the service at all.

2 Likes

I’m not sure where I stand tbh.

On the one hand, Cloud Build is brilliant - it’s one of my favourite features, if you measure how much it gets used day-to-day compared to any other individual Unity feature or service.

On the other hand, while initially the build times seemed to have improved when it went Live, they look like they’re going downhill again - I’m seeing anything from 7 minutes to over an hour. Early days, I’ll be interested in seeing how Friday and weekend pan out.

Also, I’ve been wondering why I’m seeing “Pending…” states on the History page. None of this “30 minutes” stuff is explained in the product sheet - I’d never have known about it if I hadn’t come to this thread. The delay between builds for the Pro version…30 minutes…is crushing. That means turn off Auto Build for one because you’re suckered if you /need/ to do a build but something that doesn’t work (WIP) has just built itself already… and plan your builds carefully. As I know, because I keep seeing “Pending…” … and what happens if the build fails or restarts? (I’m looking at Pending now after a build failed after 4 minutes due to a pushed typo in git).

I don’t want to sound like the half-full-glass guy because this is an incredible accomplishment for the guys involved and they’ve been great during the beta process, but the shiny new toy isn’t quite so enchanting today :confused:

Hello,
i like that a 12 month subscription is included into the perpetual license , but my project is not that far in production that I can profit from this feature at the moment.
So my question is: Can I choose when the 12 month for the cloud building starts or did they start at beginning of March?

I couldn’t find anything about this so far.
Thank you very much for your answer in advance

People forget that if you save the project as text it does not take up much place. One off my projects is 12 GB but only 1.3GB on my SVN server…

Hi everyone,

Thanks for keeping this thread going! We are definitely listening. I’ll jump in later with some ideas, but for now I wanted to clarify a couple things:

  • “Repo size” doesn’t include your total repo history. In the case of Git, we ignore the .git folder - so it might be more accurately termed “project size”? (there was a brief bug with this yesterday that we fixed pretty quickly, but I think that is what @super77gg encountered - @super77gg , please try again and let us know the results when you can!, thx!)
  • You can find more information about the plans at this link: Unity ID - it’s available in the user menu, too. New users encounter this Plans page as soon as they log in, but I think our beta users didn’t see it on login due to not technically being “new” users. Sorry for any confusion that caused!

I’ll keep following along here and get back to your questions and concerns in the near future. Please keep the ideas and feedback coming!

Okay, one more thing, I’m a little disappointed that we only get 12 months of cloud build with the pro license. It’s one of the few differentiators left compared to the personal edition, and I know I’d feel much more comfortable with my investment in pro if I knew I could rely on pro level cloud build until it came time to upgrade the pro license the next time.

Also, how do you handle subscriptions with this scheme? It would seem I could be better of by getting a 12 month subscription to pro, with 12 months cloud build included, then at the end of that, I could get a new 12 month subscription with another 12 months of cloud build?

I’m also curious if we can choose when to start our 12 month period, because we have more than one license maybe we could spend the 12 months on one pro license first, and then switch to a different pro license for the next 12 months?

1 Like

I agree with steego, the 12 months does not seem good if you already paid for pro. It should cover the same time period as the pro license does, monthly covers each month until end and perpetual until march 2017 or when ever next upgrade period begins.

Also unless I understood it wrong, it seems there is no benefit at all when paying for all three pro packages (core, iOS, Android) if the first one covers the same things. It does not seem fair. At least in the case of many there should be no month limit and more likely have some other perks tied to amount of paid pro addons (build interval, repo size?). I hope these can be forwarded to the people that decide the business strategy.

Generally the repo or project sizes in all packages seem very low.

I agree, too. I’m on a team working on a fairly simple “Gone Home” style game, and the project is 10 GB.

I haven’t tested yet how much it uploads to Cloud Build because I’m waiting to hear the answer about when the clock starts ticking on the 12-month subscription with Pro.

Unity: It would be great if you could include the shareable link along with the build report email (on the Free Plan).

I’m working with one other developer and since I can’t add him as a collaborator, I have to log into cloud build, copy the shareable link and send it to him each time. I know you want us to upgrade to a paid plan, but we’re not there just yet :slight_smile:

Thanks! Love the service otherwise - it’s incredibly easy to use.

2 Likes

As a Pro customer who doesn’t immeadiately need the 12 months … does the time start ticking immediately or can I start the 12 month free Pro-User when I actually need to some time in the future?

Early Pro User, it seems UCB doesn’t recognise my serial number. Otherwise, I’m really exited to try this out.

I also agree with the previous posts. As a single developer who bought a pro license and 2 pro add-ons I think the cloud build plans are really not very well balanced. While I used cloud build quite a lot during the beta period, I definitely won’t/can’t spend $100 per month to be able to build my projects in the cloud, just because the project is more than 2GB.

Another thing: Why is only 12 months included in a perpetual pro license, while it is without limit with the subscription pro license? This doesn’t make any sense to me. Or do I get 12 additional months for each pro addon I bought?

I think the introduction of the personal edition last week is a great thing, but now I really need a good reason to not get a refund for my pro license. A good, unlimited cloud build plan would be a reason, but just a nice splash screen and a dark editor skin is not worth enough to spend thousands of $$$.

3 Likes