Achievements

Create trophies, badges, awards, and more to challenge your users to reach a goal or objective. Users can see the achievements their friends have earned creating a competition among friends. Achievements earned in your app can also be displayed in Oculus Home to show a user’s progress in and progression through a game. This guide shows you how to define global achievements, the SDK methods and Server-to-Server calls you can make to interact with the achievements service, and an example Unity implementation you can review. The Oculus Platform supports three types of achievements: simple, count and bitfield. Each achievement type has a different unlock mechanism.

  • Simple achievements are all-or-nothing. They are unlocked by a single event or objective completion. For example, a simple achievement is unlocked when Frodo reaches Mount Doom.
  • Count achievements are unlocked when a counter reaches a defined target. Define the Target to reach that triggers the achievement. For example, a target achievement is unlocked when Darth Vader chokes 3 disappointing Imperial officers.
  • Bitfield achievements are unlocked when a target number of bits in a bitfield are set. Define the Target and Bitfield Length that triggers the achievement. For example, a bitfield achievement is unlocked when Harry destroys 5 of the 7 Horcruxes.

The Oculus Platform tracks and manages achievements. The platform displays a toast notification and plays a sound when an achievement is unlocked. Your app manages the triggers and updates for achievements and displays achievements to the user.

Create Achievements

The first step in adding achievements to your game is to define the achievements and how they are unlocked. To create an achievement, go to the Achievements tab on the Developer Dashboard. When you create achievements, you can choose to localize the achievement into multiple languages. When entering the achievement information, select Choose Languages, check the boxes of the languages you would like to localize into, and enter the information for the languages selected. The language displayed to the user is based on the locale set for the user’s device OS.

Select Create Achievement and enter the following information:

  • API Name - The unique string that you use to reference the achievement in your app. The API Name is case-sensitive, the name you define in the Dashboard must exactly match the name you reference in your code.
  • Title - The short descriptive name that the user will see.
  • Description - The full description of the achievement. You may wish to describe how a user can unlock or earn this achievement.
  • Unlocked Description - (Optional) This is a description that will replace the Description after the user has unlocked the achievement.
  • Locked and Unlocked Icons - (Optional) The icons associated with the achievement. The Locked Icon will be displayed to users who have not earned the achievement, while the Unlocked Icon will be displayed to the users who have. If only an Unlocked Icon is provided, the Locked Icon will be a grayscale version of the Unlocked Icon. If neither is provided, a default icon will be used.
  • Write Policy - Choose one of the two Write Policy options:
    • Client Authoritative is the default setting and means that achievement progress may be written or unlocked from the client app.
    • Server Authoritative means that the achievement can only be written or updated using S2S APIs listed below. This is typically used to reduce cheating when trusted servers are running the game sessions. Achievement information and progress may still be queried from the client app.
  • Is Achievement Secret - Yes/No toggle that chooses whether the achievement title, description, icon, and progress will be hidden until the achievement is completely earned or unlocked. Default selection is No.
  • Type - This is the type of achievement. The values are simple, count, and bitfield. See the description above for information about these achievement types.

Select Submit when you’re finished to save the achievement. You can update your achievements in the Developer Center at any time. Archiving Achievements You can archive achievements at any time. Archiving does not delete the achievement or a user’s progress, it hides the achievement and any progress the user. You can unarchive an achievement to restore visibility to users.

Integrating Achievements - Unity and Native

Once you’re finished creating the achievements, you can integrate them in your game. When you call the functions in this section, make sure to use the achievement name you specified on the developer dashboard.

The following SDK methods can be called from your client app. Detail about each function can be found in the OVR_Requests_Achievements.h documentation in the Platform SDK Reference Content.

Task DescriptionNative FunctionUnity Function
Retrieve information about a specific achievement including achievement name, type, and target or bitfield length.ovr_Achievements_GetDefinitionsByName()Platform.Achievements.GetDefinitionsByName()
Retrieve information about a user's progress on a specific achievement; including, name, unlocked status, time the achievement was unlocked, current bitfield, and current count. ovr_Achievements_GetProgressByName()Platform.Achievements.GetProgressByName()
Retrieves information about all achievements; including achievement name, type, and target or bitfield length.ovr_Achievements_GetAllDefinitions()Platform.Achievements.GetAllDefinitions()
Retrieves information about a user's progress on all achievements; including, name, unlocked status, time the achievement was unlocked, current bitfield, and current count.ovr_Achievements_GetAllProgress()Platform.Achievements.GetAllProgress()

The following SDK methods can be called for any achievement that has a Client Authoritative write policy. If the achievement is Server Authoritative you’ll need to use the S2S REST calls in the section below to make updates from your trusted server.

Task DescriptionNative FunctionUnity Function
Unlock a specified achievement. This will completely unlock an achievement, including count and bitfield achievements, even if the target has not been met. ovr_Achievements_Unlock()Platform.Achievements.Unlock()
Increment the count on a Count achievement.ovr_Achievements_AddCount()Platform.Achievements.AddCount()
Unlock a bit in a Bitfield type achievement. Once a bit is unlocked it will not change from that state. For example, if the bitfield is 10011 and you call AddFields passing 00110, the resulting state is 10111. ovr_Achievements_AddFields()Platform.Achievements.AddFields()

Example Implementation - Unity

The following Unity example demonstrates setting an achievement to unlock on an event that you define. The following example is taken from the VRHoops sample app. Please see the Sample Apps page for more information about the apps that are available. The example first defines an achievement that was configured on the Developer Center called LIKES_TO_WIN. The example then checks for an update message to see if the achievement has been unlocked and, if true, sets the achievement as unlocked in the app. Otherwise, the game moves on and increments the count on the achievement if a game condition is met, in this example if a win is recorded.

using UnityEngine;
using System.Collections;
using Oculus.Platform;
using Oculus.Platform.Models;

public class AchievementsManager : MonoBehaviour
  {
    // API NAME defined on the dashboard for the achievement
    private const string LIKES_TO_WIOptional= "LIKES_TO_WIN";
    // true if the local user hit the achievement Count setup on the dashboard
    private bool m_likesToWinUnlocked;

    public bool LikesToWin
    {
        get { return m_likesToWinUnlocked; }
    }
    public void CheckForAchievmentUpdates()
    {
        Achievements.GetProgressByName(new string[]{ LIKES_TO_WIOptional}).OnComplete(
            (Message<AchievementProgressList> msg) =>
            {
                foreach (var achievement in msg.Data)
                {
                    if (achievement.Name == LIKES_TO_WIN)
                    {
                        m_likesToWinUnlocked = achievement.IsUnlocked;
                    }
                }
            }
        );
    }
    public void RecordWinForLocalUser()
    {
        Achievements.AddCount(LIKES_TO_WIN, 1);
        CheckForAchievmentUpdates();
    }
}

Integrating Achievements - Unreal

After you’ve created your achievements on the developer dashboard, as described above, can can integrate the achievements in Unreal by using Oculus nodes in your game blueprint. Things to note:

Convert Values Appropriately

Unreal Engine achievements range from 0 to 100, and so you must convert your values to this scale. See the following table for examples of how to do this.

Achievement typeConversion to UnrealExample
SimpleLocked: 0, Unlocked: 100None
Countcurrent count * 100 / the target value (max value is 100)An achievement with a target of 10. When a user has 5 counts, calculate 5*100/10 = 50 in Unreal
Bitfieldnumber of ‘1’s in the string * 100 / the target value (max value is 100)An achievement where 4 out of 6 bits must be set. When a user has 3 bits (000111), calculate 3 * 100 / 4 = 75 in Unreal

Retrieve and Cache Values

On app startup you need to add cached achievement descriptions and cache achievements, in that order, to your blueprint. Do this before you call to retrieve or write any achievement information. To retrieve the achievement progress for a player in your app.

  1. In your blueprint, add Get Cached Achievement Description (found on the blueprint Actions context menu under Online > Achievements) to retrieve information about a specific achievement, including the achievement type.
  2. Then add, Get Cached Achievement Progress to get the progress for that user.
  3. Convert the value returned to the proper format to display to the user.

Write Achievement Progress

To write achievement progress for a player in your app.

  1. In your blueprint, add Get Cached Achievement Description to retrieve information about a specific achievement, including the achievement type.
  2. Then add, Write Achievement Progress to write the progress for that user. When writing progress, convert the progress as follows:
    1. Simple: Unlock when this is called with any value.
    2. Count: Adds the value from the WriteObject to the achievement progress. Only Int32, Int64, UInt32, and UInt64 values are supported.
    3. Bitfield: use a series of 0s and 1s to the bitmask. Int32 values will be turned into their string representation: 101 → 101 and string values will be used as passed.

Making REST Requests for Server Achievements

If you set an achievement to Server Authoritative, you’ll need to make API calls from your trusted server to the Oculus service to increment and unlock achievements. See the Server-to-Server Basics page for information about interacting with the Oculus REST APIs.

Create or Update an Achievement (POST)

Use to create a new achievement or update an achievement that already exists. This will update the achievement for all users.

Request method/URL:
POST https://graph.oculus.com/$APPID/achievement_definitions

Parameters:

ParameterRequired/OptionalDescriptionTypeExample
access_tokenRequiredBearer token that contains OC|$APP_ID |$APP_SECRETstring“Bearer OC|1234|456789”
api_nameRequiredThe name used to reference to the achievement in this API and in the client SDK. This alphanumeric string must be unique for the app. If the achievement exists, the call will update it. If it doesn’t exist, the call will create an achievement with this name.string“VISIT_3_CONTINENTS”
achievement_typeRequiredThis is the achievement type. There are three types of achievement, please see the description above for information on the different types.enum with values: simple, count, bitfield“simple”
entry_write_policyRequiredDetermines who is allowed to write achievement progress. Please see the description above for information on the two different write policies.enum with values: client_ authoritative, server_ authoritative“client_authoritative”
targetRequired if achievement_type is count or bitfieldThe number of event occurrences for the achievement to be unlocked. Please see the description above for more information on target.integer50
bitfield_lengthRequired if achievement_type= bitfieldThe size of the bitfield for this achievement.integer7
is_archivedOptional. Default is false.Boolean that indicates if the achievement is archived. Can also be used to unarchive an achievement. Archiving does not delete the achievement or user progress.boolean“false”
titleRequiredThe name of the achievement that the user sees.string“Visited 3 Continents”
descriptionRequiredThe text description that the user sees.string“This achievement unlocks when…”
unlocked_description _overrideOptionalThe text description that the user sees when the achievement is unlocked.string“Congratulations! You visited 3 continents.”
is_secretOptional - Default is false.Boolean that indicates whether the achievement is hidden until earned.boolean“false”
unlocked_image_fileOptional - A default image is used.The local path to the icon shown after the achievement has been earned. Must be a 256x256 PNG file.string”@/path/to/unlocked_icon.png; type=image/png”
locked_image_fileOptional - If an unlocked image is provided, a grayscale version will be used as the locked image. Otherwise, a default is used.The local path to the icon shown before the achievement is earned. Must be a 256x256 PNG file.string”@/path/to/locked_icon.png; type=image/png”

Example Create/Update Request

$ curl -F "access_token=Bearer OC|$APP_ID|$APP_SECRET" -F "api_name=VISIT_3_CONTINENTS"
-F "achievement_type=BITFIELD" 
-F "achievement_write_policy=CLIENT_AUTHORITATIVE"-F "target=3" 
-F "bitfield_length=7" -F "is_archived=false" -F "title=Achievement Title"
-F "description=How to earn me" -F "unlocked_description_override=You did it"
-F "is_secret=false" 
-F "locked_image_file=@/path/to/locked_icon.png;type=image/png"
-F  "unlocked_image_file=@/path/to/unlocked_icon.png;type=image/png"
https://graph.oculus.com/$APPID/achievement_definitions    

Example Response

{"id":"1074233745960170"}  

Retrieve Achievement Definitions (GET)

Query achievement definitions allows you to get information about achievements to display to your users.

Request method/URL:
GET https://graph.oculus.com/$APPID/achievement_definitions

Parameters:

ParameterRequired/OptionalDescriptionTypeExample
access_tokenRequiredBearer token that contains OC|$APP_ID |$APP_SECRETstring“Bearer OC|1234|456789”
api_namesOptionalThe names of the achievement definitions to fetch. If omitted all achievement definitions are returned.string array[“VISIT_3_CONTINENTS”, “WALK_500_MILES”]
include_archivedOptionalBoolean that indicates whether to include archived achievements. This may only be used when an App Access Token is used to authenticate.boolean“false”
fieldsOptionalA comma-separated list of field names to retrieve. Can contain: api_name, achievement_type, achievement_write_policy, target, bitfield_length, is_archived, title, description, unlocked_description_override, is_secret, locked_image_uri, unlocked_image_uri. If omitted, only the IDs are returned.String“api_name,achievement_type”

The field definitions are the same as in the create or update API call above. Server image URIs are provided instead of local file locations.

Example Request

$ curl -G -d "access_token=OC$APP_ACCESSTOKEN|$USER_ACCESSTOKEN"
-d 'api_names=["VISIT_3_CONTINENTS", "WALK_500_MILES"]' 
-d "include_archived=true"
-d 'fields=api_name,achievement_type,achievement_write_policy,target,bitfield_length,is_archived,title, description,unlocked_description_override,is_secret,locked_image_uri,unlocked_image_uri'
https://graph.oculus.com/$APPID/achievement_definitions 

Example Response

{
    "data": [{
        "id": "1074233745960170",
        "api_name": "VISIT_3_CONTINENTS",
        "achievement_type": "BITFIELD",
        "achievement_write_policy": "CLIENT_AUTHORITATIVE",
        "target": 3,
        "bitfield_length": 7,
        "is_archived": false,
        "title": "Achievement Title",
        "description": "How to earn me",
        "unlocked_description_override": "You did it",
        "is_secret": false,
        "locked_image_uri": "https://scontent.oculuscdn.com/...",
        "unlocked_image_uri": "https://scontent.oculuscdn.com/..."
    }, {...}]
}

Write (and Unlock) Achievement Progress (POST)

Write achievement progress updates a user’s progress on an achievement. This method accumulates progress, for count type achievements, instead of overwriting values. For example, add_count=25 will increment the count by 25, not set the current count to 25. This is so that conflicts that arise from updating achievements from multiple sources simultaneously or making progress from multiple devices in offline mode can be handled gracefully.

Request Method/URL:
POST https://graph.oculus.com/$APPID/achievements

Parameters:

ParameterRequired/OptionalDescriptionTypeExample
access_tokenRequiredBearer token that contains OC|$APP_ID |$APP_SECRETstring“Bearer OC|1234|456789”
api_nameRequiredThe names of the achievement to update.string“VISIT_3_CONTINENTS”
add_countRequired if the achievement is a Count type.Value to add to the progress counter for this achievement. Only valid for COUNT achievements.integer25
add_bitsRequired if the achievement is a Bitfield type.Bits to add to the progress of this achievement. Only valid for BITFIELD achievements.string“110001”
achievement_type
force_unlockOptional - Default is false.Instantly unlocks an achievement regardless of progress. This must be used to unlock SIMPLE achievements.boolean“false”

Example Request

$ curl -d "access_token=$APP_ACCESSTOKEN|$USER_ACCESSTOKEN" -d "api_name=MY_ACHIEVEMENT"-d "add_bits=0011001" -d "add_count=25" -d "force_unlock=true"
https://graph.oculus.com/$USERID/achievements     

Example Response

{"id":"1074233745960170","api_name":"MY_ACHIEVEMENT","just_unlocked":true}     

The response will contain the parameter just_unlocked that indicates if this operation caused the achievement to unlock.

Query Achievement Progress (GET)

Retrieve a user’s progress for an achievement.

Request method/URI:
GET https://graph.oculus.com/$USERID/achievements

Parameters:

ParameterRequired/OptionalDescriptionTypeExample
access_tokenRequiredBearer token that contains OC|$APP_ID |$APP_SECRETstring“Bearer OC|1234|456789”
api_namesOptionalThe names of the achievement definitions to fetch. If omitted all achievement definitions are returned.string array[“VISIT_3_CONTINENTS”, “WALK_500_MILES”]

Example Request The definitions for the ‘fields’ are the same as in the Create or Update Achievement call above.

$ curl -G -d "access_token=$APP_ACCESSTOKEN|$USER_ACCESSTOKEN" 
-d 'api_names=["VISIT_3_CONTINENTS", "WALK_500_MILES"]' -d'fields'='definition{api_name,target},count_progress,bitfield_progress,is_unlocked,unlock_time'
https://graph.oculus.com/$USERID/achievements

Example Response

    {
    "data": [{
        "id": "1074233745960170",
        "definition": {
            "api_name": "VISIT_3_CONTINENTS",
            "target": 3
        },
        "count_progress": 0,
        "bitfield_progress": "1001100",
        "is_unlocked": true,
        "unlock_time": 1459815726
    }]
 }

Remove all Achievements and Progress for a User (POST)

This method will remove all achievement progress, both locked and unlocked, for a user.

Request method/URI:
POST https://graph.oculus.com/achievement_remove_all

Parameters:

ParameterRequired/OptionalDescriptionTypeExample
access_tokenRequiredBearer token that contains OC|$APP_ID |$APP_SECRETstring“Bearer OC|1234|456789”
user_idRequiredThe user ID to remove the achievements for.string“12345”

Example Request

$ curl -d "access_token=$APP_ACCESSTOKEN" -d "user_id=$USERID"
https://graph.oculus.com/achievement_remove_all   

Example Response

{"success":true}