Can someone at Unity better explain the pricing of Unity Cloud Build (now 'Automation')

I have the correct message (a simple warning for the right date according to my payments) in my case


So It doesn’t seem to be a general issue

This makes sense, but I had to read the forum to fully understand how that works. On the pricing page it says you have 5GB of free storage, but then when I check my usage, it says I am using 15GB of storage usage (despite having deleted all my previous builds and making sure I keep only 1 or 2 per target, which shouldn’t be anywhere near that 15GB)

9037555--1247836--upload_2023-5-25_12-6-13.png

But then when I check the usage detailed page, it is stated as “Storage-GB-Hours”, so I am not really using 15GB of storage but 15GB of storage hour.

This should be stated more clearly, that “free 5GB storage” means nothing concretely, it should be stated that you get “3720 GB-hours” for free or something, and stated as such in the usage preview page, otherwise it just look like I already busted my free usage for the month…

Also, I know it has been mention already, but I’ll reiterate because I did enjoy the product, this new pricing doesn’t make any sense. You guys should have included a paid tier with a bunch of free minutes with metered billing if going above the limits and include more free minutes for Plus / Pro user than the standard free tier… And include some free Mac minutes as well, I think the major use-case here is people building iOS app using your service because they don’t have a mac readily available. Doing some quick calculation I just can’t justify using this, I’ll revert back to self-host and get myself some used mac (which will pay for itself after a month or 2 based on this new pricing…).

I made this transition this week after using CB since 2014. Took 2 nights to set up, and cost less than a single month of CB. My iOS builds have gone from 40+ minutes on CB to 3 minutes on my local jenkins build machine. I cannot recommend enough making this transition at this point.

Oh yes, I didn’t stressed enough how much faster the builds are on my own build machine compared to ucb.
(Whether cached or not)
I don’t even have a big hardware, nore a Mac machine like ucb was using.
So yes, one more reason to say that doing your own machine is much better.

I just have to note some difficulties I had in the late days with triggering development build. It’s not possible directly in command line with the build command, there’s no parameter for that.

So this must be performed through command line that will call for a script in the project that will, himself, trigger the build with Dev option enabled.
Always a good thing to know ^-^.

Yup this is the right way to do it. I have per build config methods. This allows you to do more complicated build setup, inside unity itself. Very necessary for consoles, and supporting different stores with different integrations/defines. I also find it much less error prone having more of the build setup inside unity, than inside jenkins. It also allows you to expose the same methods as a button in the editor, which makes debugging issues in the build process much easier.

Just wanted to preface that I’ve used the UCB before but not for a while.

And right now I’m evaluating the Unity Devops solution for our company and I am absolutely shocked at these changes.

I just want to point out that I will not be recommending this tool. I guess we’ll either build a Bitbucket pipeline or just host our own on Azure/AWS. Crikey. I don’t know who in the Unity management team needs to hear this but this is not the way to treat customers, we’re already paying thousands of dollars for Pro licenses. Seriously…

I would recommend removing outdated information from the Unity docs.

My first Google search regarding unity build pricing brings me to the Pay as you go with Cloud build page, and in it it states
You are not charged for storage in Cloud Build. Cloud Build has a project size limit of 40GB.

That’s a nuance of those old editor docs which we are discouraged from updating since they are historical artifacts and describe the editor functionality for that specific editor version. Unfortunately, we never should have had service docs in that same place since services are updated independently from the editor so it never made sense to ship service docs with the editor docs. We have since moved our services docs to their own sites which will be maintained and updated as the service evolves.

The best place for up-to-date pricing is on the pricing page: Scalable DevOps Services and Solutions | Unity and we are planning on updating this page to make it clearer what the charges are based on, specifically around storage based on the feedback in this thread.

Who is doing the discouraging?

That’s a great question… technically it’s our engine team who owns the engine docs, but I did ask around internally and it looks like we can make a change to those older doc pages. might take a while to land though.

So after charging an extortionate amount of money for builds now the product is still not supporting the latest x-code release (14.3.1). You have to be kidding me. How many build minutes are going to be wasted trying to get stuff to work with BETA iOS support?

Seconding this, we are Pro users, we just completed the migration and:
a) there’s no way of knowing the minutes included in any part of the dashboard.
b) there’s no way of estimating budget costs, as these depend on the build time, which could include build failures due to Unity issues. Or simply higher build time due to load? Because I’m sure that if I launch the same build two times it won’t take the same build time.
c) on this topic, Unity Personal == Unity Pro, which in a way sends a message.

A note at the top that this service doesn’t work this way any more and pointing to relevant pages might be good enough, and then you can preserve the rest of the page for historical purposes if you wish, as long as it’s clear that’s why it’s still there.

If you don’t mind me asking, where did you go to find this daily average storage usage in your account? I can’t find that anywhere.

I just received notice that my cloud storage limits are exceeded. I am assuming this is caused by the old cloud build data that I no longer use. I thought you all were going to exclude this. Please let us know what we need to do.

Please open up a support ticket for this through the Unity Dashboard so that our support team can take a look into what is going on for you.

For anyone that needs step-by-step instructions for purging old builds using the API, see:

Are people forced on DevOps? I was under the impression if we didn’t explicitly migrate, our old builds would just be lost, which is fine with me.

We were not able to build using Unity Cloud Build until we migrated to DevOps. This occurred a few days ago.

Yeah, I don’t actually care about cloud build, it was always a terrible service, the only reason we were using it is because some Unity versions years ago, kept re-enabling it and after disabling it a whole bunch of times we stop bothering ourselves with it and let it just do whatever.