Blueprints

Define a webhook with Blueprints

Blueprints allow you to define and manage your webhooks in code, then deploy them in a predictable manner.

With webhooks you can send customized HTTP requests when documents in your content lake change. If you also need code to run when documents change, you should try Functions.

In this guide, you’ll define a webhook resource with Blueprints and deploy the blueprint to Sanity.

Experimental feature

Prerequisites:

  • The latest version of sanity CLI is recommended to interact with Blueprints. You can always run the latest CLI commands with npx sanity@latest.
  • An existing project and a role with permission to edit webhooks (requires the sanity-project-webhooks permission).
  • Webhook support was first introduced in @sanity/blueprints v0.11.0. We recommend using the latest version of the library.
Before you can define a webhook, you need a blueprint.

Initialize a new blueprint

To initialize a blueprint in the current directory, run the command below. Replace the project ID with your own. Skip to the next section if you already have a blueprint set up.

Configure the document webhook

Add the defineDocumentWebhook helper to your sanity.blueprint.ts configuration to define a webhook.

A full list of available configuration options is available in the reference documentation.

Deploy the blueprint

Once you’ve configured your webhook, deploy the blueprint.

Once the deployment finishes, your webhook will begin sending updates whenever a document changes that matches the configuration.

If you need to make changes, update the blueprint file (sanity.blueprint.ts) and run the deploy command again.

Destroy a deployed blueprint

Sometimes you want to remove a deployed resource so it won't run anymore or affect any future usage quotas.

To remove a resources created with a blueprint, you need to either:

  • Remove the definition from the blueprint, and run the deploy command again.
  • Destroy the blueprint with the destroy command.

The blueprints destroy command removes, or undeploys, the blueprint and all of its resources from Sanity's infrastructure. It does not remove your local files.

To remove the resource from the blueprint locally, you can remove it from the resources array in the sanity.blueprint.ts file, then delete any associated files.

Redeploying a destroyed blueprint

When you run blueprints destroy, it's as if you never used blueprints init during setup. The only difference is you still have all the files in your directory. To use this blueprint again and redeploy it, you'll need to let Sanity know about it. You can do this by running init again:

This launches an editing interface that lets you reconfigure the blueprint, if needed, and it reconnects the blueprint to Sanity. Now you can add more functions or redeploy. Keep in mind that any environment variables added before destroying the blueprint will not carry over.

Learn more about webhooks

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