The solution that I think of was to create one WYbuild project for both of the services and a different WYbuild project for each Unity 3d plugins executable.Only one of the services will be responsible to check for update (also for the services and for the plugins extensions that installed on the machine (the plugins list exist in the service configuration file).
Until now, its looks like a good solution for my needs? Or probably could you give a more elegant solution?
That'll work.
Another thing that I will want my system could do, is to download and install a new plugin extension (if the user adds the extension name to the service configuration file). Is it possible?
Yes, but it requires a minimum of the client.wyc file for the new plugin to be downloaded by your app. (That is, wyUpdate needs to know what will be downloaded). Whether this is easier/harder than just downloading the new plugin is for you to decide.
And the last things that I would like to know if WYbuild is support of are:1. Beta versions A versions that will be downloaded and install only on clients that configured in some way as a beta sites.2. Critical updates A way to mark an update as a critical update that install immediately (and not like other updates that will installed on specific time).
Yes, but you have to manually separate them. That is, you have to host the different "channels" in different folders on your server. Then you can pass in the appropriate server location to wyUpdate.
Tell me if that helps.