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Question by DaveBigHead · May 14, 2017 at 06:51 PM · c#leaderboards

Steamworks.net / Unity C~ / Leaderboards

I know t$$anonymous$$s has been asked in various forms but no one answers it, just points to documentation w$$anonymous$$ch for me (and others) is hopeless. I'm trying to convert my leaderboards over to Steam, I have acceptance and therefore a Steam APP_ID. I have the Steamwork.net api working, I can upload a score to a leaderboard. However I cannot read the leaderboard and cannot find a C# implementation that nails it...t$$anonymous$$s really comes down to my inability to fully understand and convert the C++ examples such as spacewars. I'm pretty sure the code I have is doing the job and is downloading the leaderboards but I just can't find where they are, if I Debug.Log everyt$$anonymous$$ng in sight it tells me the leaderboard name and ID, the number of entries, etc. etc. but I just can't find the data! So assume everyt$$anonymous$$ng is declared ok, t$$anonymous$$s is the code:

  //get scores from leaderboard
     public static void GetScores()
     {
         Debug.Log("Getting Scores");
 
         if (!s_initialized)
         {
             UnityEngine.Debug.Log("Can't fetch leaderboard because isn't loaded yet");
             failedToLoad = true;
         }
         else
         {
             Debug.Log("fetc$$anonymous$$ng scores from steam leaderboard(" + s_currentLeaderboard + ")");
             SteamAPICall_t handle = SteamUserStats.DownloadLeaderboardEntries(s_currentLeaderboard, ELeaderboardDataRequest.k_ELeaderboardDataRequestGlobal, 1, 5);
 
             OnLeaderboardScoresDownloadedCallResult.Set(handle);
 
             print("SteamUserStats.DownloadLeaderboardEntries(" + s_currentLeaderboard + ", " + ELeaderboardDataRequest.k_ELeaderboardDataRequestGlobal + ", " + 1 + ", " + 5 + ") : " + handle);
 
 
 
         }
 
     }
 
 
 /////////////////////////////
 
    void OnLeaderboardScoresDownloaded(LeaderboardScoresDownloaded_t pCallback, bool bIOFailure)
     {
 
         Debug.Log("[" + LeaderboardScoresDownloaded_t.k_iCallback + " - LeaderboardScoresDownloaded] - " + pCallback.m_hSteamLeaderboard + " -- " + pCallback.m_hSteamLeaderboardEntries + " -- " + pCallback.m_cEntryCount);
       
         int Num_Entries = pCallback.m_cEntryCount;
         Debug.Log("Num_Entries" + Num_Entries);
 
         m_SteamLeaderboardEntries = pCallback.m_hSteamLeaderboardEntries;
 
 
         LeaderboardEntry_t LeaderboardEntry;
 
         bool ret = SteamUserStats.GetDownloadedLeaderboardEntry(m_SteamLeaderboardEntries, 0, out LeaderboardEntry, null, 0);
 
 
         Debug.Log("SteamUserStats.GetDownloadedLeaderboardEntry(" + m_SteamLeaderboardEntries + ", " + 0 + ", " + "out LeaderboardEntry" + ", " + null + ", " + 0 + ") : " + ret + " -- " + LeaderboardEntry);
 
         if (ret)
         {
             //Here I would expect to do a loop of num_Entries extracting the data from an array but where is the data?!
 
             Debug.Log("all ok");
             Debug.Log(Num_Entries);
             Debug.Log(LeaderboardEntry);
 
         }
 
     }
 
 

 



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avatar image DaveBigHead · May 17, 2017 at 05:15 PM 0
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Answer by abeldantas · Mar 24, 2020 at 02:10 AM

You must pass m_hSteamLeaderboardEntries into GetDownloadedLeaderboardEntry to get the data you're looking for

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