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Collaborate is out of beta and joins Cloud Build as part of a new offering called Unity Teams — a single solution that provides Unity users a set of features to create together, faster. It will include all the features that help Unity creators work better together, regardless of discipline: engineers, artists, designers, QA, everyone.

You can expect Unity Teams features to always be simple to use for the entire team and well-integrated in the Unity experience. In this post, we explain why we created Unity Teams, who can benefit from it and, how much it will cost for various types of users, plus some of the great features it will include.

Why have we created Unity Teams?

For the most part, games are created by teams of people, and both Collaborate and Cloud Build are fundamentally about helping teams work together. They accelerate the iteration process of trial and improvement. From a user experience perspective, they work markedly better when used together. For example, with Collaborate enabled, Cloud Build takes only a few clicks to set up.  

Though we’re all about teams, we recognize that many Unity users are hobbyists or just curious about game development.  This leads us to our next topic…

Are there any benefits for individual Unity users?

We recognize that a lot of our users create solo; especially in the earliest stages of ideation. Though Unity Teams is optimized for groups of users, we want to provide solo creators benefits too.  

As such, Unity Personal users can back up their own projects and history (up to 1GB for free), as well as upload and share builds easily (more on these later). Then, when a solo creator is ready, it’s easy and affordable to scale up to Unity Teams.  

What does it cost, and why? Our pricing philosophy

Our goal is to make our features as accessible as possible; in line with our missions to democratize game development and enable success for game developers.   

With regard to enabling success, Unity Teams differs from other solutions in that it is designed first and foremost for game development with Unity. The features, design and UX are all optimized for who is on a Unity team and the kinds of projects they tend to create; for example, recognizing .meta files should never be separated from their files (due to risk of corruption) so we treat these as a single entity.

With regard to democratizing game development, we wanted to craft an offer that would satisfy the greatest number of people possible. So we listened to customer feedback. The offer we landed on reflects the behavior of our beta users, and their direct feedback via surveys and customer interviews.

With this pricing philosophy in mind, we arrived at the following structure:




What’s changed for Cloud Build?

If you’re an existing Cloud Build user, you’ll notice a few changes. First, we’ll soon be providing all Unity users with a brand new set of features for working with and sharing your local builds. All Unity users will also be able to push their games to app stores that have partnered with us.  

At the same time, automatic, cloud-created builds will only be available for those organizations with a Unity Teams plan – whether purchased or inherited through a Unity Plus or Pro subscription. The default Cloud Build limits will become a bit different than the current Cloud Build plans too, as we focus on the features that will be the most useful to the most teams.

What about students?

We know that students and educators really like using Collaborate for Unity Teams. A special offer to students and educators is in the works. If you’re an educator and you want your students to use Collaborate and Cloud Build features, contact us. We’re looking for feedback on some ideas we have for we have in mind.  

Free* stuff!

*Don’t you just love the word free? So do we! Until October 2017, all Unity users can try out all Unity Teams features for free.  

If you are already using Collaborate and Cloud Build you can keep using them as you have been, with no change in cost for the next few months. If you haven’t yet tried Collaborate or Cloud Build, this is a good time to see what they can do for you! This will give you all plenty of time to decide if Unity Teams is right for you. During which time, we’re going to be busy cranking out more features, and listening to feedback, which you can provide on our forum.

What can I look forward to?

Our recent releases for Collaborate have been focused on getting the basics rock solid; basic features to share, save, and sync projects, and also nailing down stability. As we finish up on foundational work, we’ll be introducing new features that Beta customers have asked the most for, and also some new Unity-specific stuff. With the upcoming release of 2017.1,  you can look forward to better project-browser integration, selective sync, and a new “In Progress” feature, which lets you see when other team members are working on a project asset.

What do I next?

Unity 2017.1 is on the way shortly, and it will include the latest and greatest of Unity Teams. But you can try out all the features now in the latest beta.

And be sure to provide us feedback on your thoughts or experiences. Comment below or on the Collaborate forum.  

37 replies on “Feature Highlight: Unity Teams”

나는 사용법에 대한 간단한 강좌를 원합니다.
다음 학기 때, 나는 학교에서 6개월짜리 프로젝트를 하게 됩니다.
대다수의 학생들은 자바 스크립트로 홈페이지나 만들지만, 나는 유니티로 게임이나 VR/AR을 만들고 싶습니다.

그러나 팀원이 될 학생들은, 대부분 프로그래밍만 배웠고 이러한 협업 툴에 대해서는 들어보지 못했습니다.
(물론 유니티 엔진에 대한 강의는 보유하고 있습니다.)
그들에게 유니티로 개발하자고 설득하려면, 이런 툴에 대한 심리적 장벽을 낮출 수 있는 간단한 강의가 필요합니다.

(Below: using Google Translator)

I want a simple lesson on how to use it.
Next semester, I will have a six month project at school.
Most students make homepages in JavaScript, but I would like to create games or VR / ARs in Unity.

However, the students who were to become team members learned mostly programming and did not hear about these collaboration tools. (I have unity lectures.)
To convince them to develop into Unity, a simple lesson is needed to lower the psychological barriers to these tools.

I’m confused on Collaborate and how it handles collisions within a scene. Which statement is correct?
1) Collaborate warns a user if someone else is modifying a scene, so they can wait and work on the scene when the other person is done.
2) With Collaborate, multiple people can work within a scene at the same time and publish their changes asynchronously.

If it’s (2), then that’s amazing. If it’s (1), then I’m not clear that this is worth the extra costs?

After reading this, I am not sure I want to use Collaborate/Teams anymore.

The 3 members 1GB is really limiting.
Any small indie team would have anything from 3 which is the minimum, to 7-10 members.

Also 5GB allowed for all people to share the same storage location. Artists too.
Now this is not possible. 1GB is barely enough for the build, and production assets of even a small 3D game.

I do not like this offer at all.

Despite deleting all builds older than a few weeks, our cloud build usage continues to climb and is now at 93GB! Will there be more tools to help track down where all the space is being used?

Those are very interesting changes and I am looking forward to test them in practice. Given how heavily the automated build cloud got hammered the moment US EAST woke up normally (making it barely usable for europeans as the build times went from 5mins to 45mins regularly), the new concurrent build pricing looks like a blessing :)

How deep collaboration it is support?
Can we change the scene at the same time?
If not i already pay dropbox for keeping all versions and it is allow as to work on one project together with the same assets.

Unlike Dropbox, collaborate features are deeply integrated right into Unity.

Yes, you can change the scene at the same time. If someone else is working on the scene and saves it (without publishing it), you’ll see an «In Progress» icon in the project browser, so you can minimize conflicts. See 0:18 in the video above for an example of this.

Compared to Dropbox, it’s much easier to revert to different versions of specific files, because a history is kept of each one. You can do this with Dropbox but it’s not as easy; you have to switch to Dropbox, ID the right file, etc…

A word of warning for anyone considering to spend $9/month for version control: Collab is not production ready at this point in time and might corrupt your project or refuse to update and become unresponsive.
Wait a year or so.

Hi. We’ve resolved a lot of issues during the Beta, which uses Unity 5.6 and beta versions of 2017.1. Please try it again again with the latest beta versions of 2017.1 and 2017.1 when it comes out soon. The back end (portions not integrated with the Editor) are definitely production-ready.

Regarding corruption, Collaborate keeps project history. If something does go wrong, there’s usually a point to go back to, minimizing any issues. Additionally, we’ve investigated corruption/data loss issues during the Beta and found that they occur because of UX issues; that is, something looks wrong or missing, but we need to make the UX and UI clearer to the user.

Finally, we’re super sensitive to hearing about data lost. If you experienced data loss, please contact We look at every ticket and any associated with Data Loss is worked on in detail; direct communication with the engineer that owns the feature is not uncommon.

I have some questions about this:

1) When you say that Unity Teams is included with Unity Plus/Pro, does that include the $7/seat monthly fee, or just the $9/month Teams license?

2) 25 gigabytes seems quite small for the paid tier. Does each additional seat add more storage, or can we buy more storage on top of that, or does Teams support local storage as well? It feels like at least one of these is necessary for any team with multiple projects.

3) What are «Private Projects?» Do non-Teams users have to have their projects publicly accessible somehow?

4) This question’s a bit stupid, but does «first 3 members» include the person buying the Teams license? I guess in my head, we already have one member on any given Unity project (ourselves) – does the free tier give you two members on top of that or three?

Hi Steve.

1. It includes the $7/seat monthly fee. So, in other words, for each single Plus / Pro seat you have, you get a single Team seat as well.

2. Yes, you can buy more storage. See above; «More Cloud Storage. $5/25 GB/month». You may had missed this earlier; the image initially posted wasn’t complete.

3. It means no one else can see your projects unless you explicitly share them with others (on a per person basis).

4. The intent one of the Team seats should go to the purchaser if the purchaser is not already associated to a Team seat.

Sounds good, but I think you have made the pricing confusing.
Basically it is free unless you need more storage or faster cloud builds?
The team members thing I don’t get – for example if you are all pro users which includes team license, do you need to pay for >3 members on 1 project?


Close. Basically free unless 1) you want to collaborate with more than 3 people and you’re all on Personal 2) you want more cloud storage to use Collaborate features with 3) you want automated build generation.

If everyone on your team has a Unity Pro, you wouldn’t have to pay extra each user would have inherited a Team seat; included as part of the Pro offer.

Wait…, just to be sure I understood well : the existing cloud build features will not be free anymore at all for personal plan ? We will have to pay for the full Unity Team package ?

Even if its was quite limited in number of build , it was quite useful for small developers to have free access to a way to build on different platforms like ios without the need to have a mac …

Personal users will be able to upload builds (new feature, coming very soon) and be able to share them (existing feature). Creating builds automatically will be limited to paid users.

Providing the «Personal» Team service for free is very nice of you, thanks!

Just a random thought:
Considering how many personal/hobby projects have their project crammed with assets from the Asset Store, I could imagine the 1GB cloud limit is going to be the number one reason why the service can’t be used most of the time. Just importing a popular sound package from the Asset Store already adds a few GB data. Cherry picking assets from a package and only importing those into a project is most likely something most people don’t do.

I often read, for example on the Unity beta-groups, that projects exceed 100 GB. What would teams with such project size do? Contact Unity account manager to get a special Team license, because it seems the paid service provides «only» up to 25 GB?!

I think it works just like other version controls do so you can ignore files and folder so they wont be uploaded but will be available locally for you to use. When you find the assets you actually want to use you just move them to a folder that is not ignored. It makes no sense to upload full asset store package contents to any version control anyways.

For more space the product page says «More Cloud Storage. $5/25 GB/month».

Asset Store purchases does count towards your space. We’d like to make this not the case, but as you can imagine, it’s fairly complicated to rectify. Especially if we consider that some customers like using specific version of specific Asset Store purchases.

Though talked about often, most projects rarely exceed 100GB in actuality. Though if it does, as Zirkonium points out, you can buy more space.

So even though I’m paying $75 a month for Pro, I have to pay more for these features I’m already using, like collaborate?

I think you misspoke. The Unity Teams page states «Have Plus or Pro? Unity Teams Included». So to answer the question, I believe you will NOT need to pay more. Correct me if I’m wrong here.

Hi Shane. You’re correct. If you have Plus or Pro, you wouldn’t have to pay more, because we’re providing a seat of Team with each Plus/Pro subscription.

Am I correct in understanding that collaborate and cloud build are being split off and/or removed from the standard unity subscription and moved into it’s own ‘teams’ package? I’m a little confused, doesn’t that further decrease the benefit of getting Unity Pro vs Unity Plus? If Teams is only $9/month, why couldn’t it be included in the Pro $125/month? It feels like I’m losing value and being asked to pay more for features you offered previously.

Hi. A couple of ways to think about it. If you have Plus and Pro, you’re getting additional features included with your subscription. You wouldn’t be losing; just gaining.

If you have Personal, going from $0 up to $35 (plus) or $125 (pro) is a lot. We’ve created a much lower price point for Personal users to get Team features.

I think this feature have to be FREE (a real Unity service) for 1 to 3 members, of exceed this limit pay an extra slot.

This makes sense, Lucas. Especially if the studio is already paying for either Plus or Pro monthly service.

Fully Agree with Lucas, this feature should to free to small team (1 to 3 dev, should be great)

Just so you know, I read «Have Personal? Collaborate with up to 3 team members» as you can only have a MAX of 3 members AND you have to pay $9 a month :) Maybe it’s just me but I’d put the word free in there somewhere.

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