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Question by Allurance · May 04, 2022 at 09:32 PM · 2d2d game2d-platformerleaderboardbackend

Leaderboard Recommendations?

Hello, I'm currently trying to implement a leaderboard into my 2D platformer game. However, I'm still new to game development and I don't know how to go about this exactly. I tried using LootLocker's API but it hasn't been working when I try to build my game. Does anyone know of a way I can implement a leaderboard into my game that I can use live with other people or a tutorial that I may be able to follow that's worked for you previously? Thank you in advance.

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Answer by Sidd_Code · May 09, 2022 at 05:12 PM

@Allurance Hey if u didn't watched this... Here it is a perfect tutorial : https://www.youtube.com/watch?v=u8llsk7FoYg&t=44s

If you want to make it live just switch from stage to live in LootLocker dashboard and make a leaderboard for live and copy the leaderboard id from the Live to ur game script.

Here is an example : LeaderBoard script :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using LootLocker.Requests;
 using TMPro;
 
 public class Leaderboard : MonoBehaviour
 {
     int leaderboardID = (your Live Id here, eg '2992') ;
     public TextMeshProUGUI playerNames;
     public TextMeshProUGUI playerScores;
 
     public void SubmitScoreRoutine(int scoreToUpload)
     {
         bool done = false;
         string playerID = PlayerPrefs.GetString("PlayerID");
         LootLockerSDKManager.SubmitScore(playerID, scoreToUpload, leaderboardID, (response) =>
          {
              if(response.success)
              {
                  Debug.Log("Successfully uploaded score");
                  done = true;
              }
              else
              {
                  Debug.Log("Failed" + response.Error);
                  done = true;
              }
          });
         done = false;
     }
 
     public IEnumerator FetchTopHighscoresRoutine()
     {
         bool done = false;
         LootLockerSDKManager.GetScoreListMain(leaderboardID, 10, 0, (response) =>
         {
             if(response.success)
             {
                 string tempPlayerNames = "Names\n";
                 string tempPlayerScores = "Scores\n";
 
                 LootLockerLeaderboardMember[] members = response.items;
 
                 for (int i = 0; i < members.Length; i++)
                 {
                     tempPlayerNames += members[i].rank + ". ";
                     if(members[i].player.name != "")
                     {
                         tempPlayerNames += members[i].player.name;
                     }
                     else
                     {
                         tempPlayerNames += members[i].player.id;
                     }
                     tempPlayerScores += members[i].score + "\n";
                     tempPlayerNames += "\n";
                 }
                 done = true;
                 playerNames.text = tempPlayerNames;
                 playerScores.text = tempPlayerScores;
             }
             else
             {
                 Debug.Log("Failed" + response.Error);
                 done = true;
             }
         });
         yield return new WaitWhile(() => done == false);
     }
 }

PlayerManager :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using LootLocker.Requests;
 using TMPro;
 
 public class PlayerManager : MonoBehaviour
 {
     public Leaderboard leaderboard;
     public TMP_InputField playerNameInputfield;
 
     // Start is called before the first frame update
     void Start()
     {
         StartCoroutine(SetupRoutine());
     }
 
     public void SetPlayerName()
     {
         LootLockerSDKManager.SetPlayerName(playerNameInputfield.text, (response) =>
         {
             if(response.success)
             {
                 Debug.Log("Succesfully set player name");
             }
             else
             {
                 Debug.Log("Could not set player name"+response.Error);
             }
         });
     }
 
     IEnumerator SetupRoutine()
     {
         yield return LoginRoutine();
         yield return leaderboard.FetchTopHighscoresRoutine();
     }
 
     IEnumerator LoginRoutine()
     {
         bool done = false;
         LootLockerSDKManager.StartGuestSession((response) =>
         {
             if(response.success)
             {
                 Debug.Log("Player was logged in");
                 PlayerPrefs.SetString("PlayerID", response.player_id.ToString());
                 done = true;
             }
             else
             {
                 Debug.Log("Could not start session");
                 done = true;
             }
         });
         yield return new WaitWhile(() => done == false);
     }
 }

And yes a final step, in Project Settings > LootLocker SDK turn off the development mode. Enjoy!

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