Hey there!
I’m currently working on some automation for our production, and I’d like to do something that I’m not sure is possible.
Currently, we are using Plastic SCM and have connected it to Unity Cloud Build. (Our builds are currently failing right now, but that’s a separate topic ;)) I have the webhooks set up so that on a new check-in, we fire a webhook to our WordPress site. Then through some simple PHP script, we create a new post that outlines the current check-in: it looks like so.
And after this post is generated, we send an API call to Unity Cloud Build to generate a new build. Then, once the build completes, it updates a link on this page to the fresh build made on this current changeset. At least, that’s the plan anyway. Not quite fully functional yet.
The problem that I’ve run into is that Unity Cloud Build (free trial) seems to only queue one build max while one build is currently building. We do not need concurrent builds. However, we do need a build for every changeset. I see potential issues if we got 3 back-to-back check-ins. Take this example:
Check-in A: “Make super jump”
Building starts.
Check-in B: “Make rocket jump”
Build queued, build already in progress.
Check-in C: “Make galaxy jump”
ERROR: Build is already queued
Anytime I send a request to queue a new build when one is already queued, it returns an error. So then, when build A is done, does build B create from Check-in B or Check-in C? It was queued when Check-in B was sent in. However, Check-in C is the latest.
If UCB can only handle one queued build at a time, that’s fine. I can create an internal queue system on our WordPress site. All I want is the ability to create a build at a specific check-in, even if it isn’t the latest check-in.
Is this possible?

