I used Unity Cloud Build for years as part of a CI/CD pipeline. We shipped Poly Bridge 2 and 3 using it, building across multiple platforms. It was always a bit slow and would have random failures, but with concurrent builds it was manageable.
The new per minute pricing scheme is not acceptable to me, especially in situations where builds fail inexplicably or even worse seem to run indefinitely. It is hostile to customers and completely non-competitive.
I’ll deal with making local builds until I can set up a pipeline using Jenkins and AWS. I’ll provide a full tutorial for how this is done, so others can benefit from switching if they choose.
Hey Alan,
I’ve seen a number of your posts regarding our recent changes in pricing, and wanted to share that we made this change so that we can remain in business and continue developing this fully managed devops platform.
We have done analysis of the market landscape and feel confident that our prices are competitive based on the alternatives that are in the market as well as our costs of operating and continuing to develop the platform. We’re also investigating introducing lower cost machine types and high performance machine types, as well as other features that the community has been asking for. One of the major complains of the old unlimited usage/fixed price model was that builds were slow, that has been mitigated now that we’re a consumption based model since we can introduce more expensive hardware options in a sustainable way.
Unfortunately, we could not sustain giving away unlimited usage for a fixed cost, and we have determined that paying for usage is equitable for all kinds of consumers (from small through to very large), since the costs scale with usage and high usage customers are prevented from exploiting the system.
Regarding you moving to AWS and building your own bespoke system, you can choose to do that and incur the maintenance burden yourself. You are free to make that choice. The value of the Unity DevOps managed solution is that you don’t need to go and build all the features we’ve already got, and you don’t need to manage all this hardware infrastructure yourself. We are the only solution on the marketplace that supports 350+ different versions of unity pre-installed and on-demand, with 500GB of high-performance storage on each buildmachine running on specific high-spec machines customized to perform best with realtime3d projects.
Looking forward to reading your tutorial and hoping that you find success.
You think AWS doesn’t charge for every bit of storage, CPU usage, data in, data out, etc? Ha.
Ironically, my monthly bill with DevOps is now half what it was under the old pricing and structure. (I realize this varies by project size and frequency of use).
The difference is an AWS solution will charge you a fixed rate per day, which is predictable and will be far less costly than DevOps solution, assuming you are making builds every day.