Leaderboards

Leaderboards create competition and increase engagement among your users.

The Oculus Platform will manage your leaderboard data. However, your app will be responsible for displaying, reporting, and verifying the data.

This page will walk you through how to create your global leaderboards, interact with the leaderboards service, and provide an example Unity implementation you can review or use as a leaderboard template.

Create Your Leaderboards

The first step in adding leaderboards to your game is defining them in the Developer Center. To get started, navigate to Leaderboards in the Developer Center and select the app that you would like to create a leaderboard for.

Select Create Leaderboard and enter the following information:

  • API Name - This is the unique string that you will allow you to reference this leaderboard 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.
  • Sort Order - There are two options for Sort Order depending on your use-case:
    • Higher is Better will rank users in descending order, from highest to lowest score.
    • Lower is Better will rank users in ascending order, from lowest to highest score.

Select Submit when finished to save the leaderboard. You can update leaderboard settings at any time in the Developer Center. You may also clear the results in a leaderboard and reset the scores.

Integrating Leaderboards - Native and Unity

Once you’re finished creating the achievements, you can begin to integrate them in your game. When calling the SDK methods in this section use the API Name you defined in the Developer Center.

Detail about each function can be found in the Platform SDK Reference Content.

Retrieve a list of leaderboard entries:

Native - ovr_Leaderboard_GetEntries()

Unity - Platform.Leaderboard.GetEntries()

Retrieves an array of leaderboard entries for a specified leaderboard.

Retrieve a list of leaderboard entries after a rank:

Native - ovr_Leaderboard_GetEntriesAfterRank()

Unity - Platform.Leaderboard.GetEntriesAfterRank()

Retrieves a list of entries starting after a rank that you define. For example, if you specify a list with an ‘afterRank’ of 10, you’ll get a list starting with the 11th position.

Retrieve the next list of entries:

Native - ovr_Leaderboard_GetNextEntries()

Unity - Platform.Leaderboard.GetNextEntries()

Retrieves the next group of leaderboard entries. This can be used to paginate the leaderboard data.

Retrieve the previous list of entries:

Native - ovr_Leaderboard_GetPreviousEntries()

Unity - Platform.Leaderboard.GetPreviousEntries()

Retrieves the previous group of leaderboard entries. This can be used to paginate the leaderboard data.

Write leaderboard entry:

Native - ovr_Leaderboard_WriteEntry()

Unity - Platform.Leaderboard.WriteEntry()

This method will write a new leaderboard entry to a specified leaderboard for the current user. It is not an incremental update, it will overwrite the existing entry.

Get the total number of leaderboard entries

Native - ovr_LeaderboardEntryArray_GetTotalCount() Unity - Platform.LeaderboardEntryList.TotalCount

Use this method to get the total number of entries in the leaderboard so that you can show a users rank within the total number of entries. For example, use this method to display that a user is number 50 out of 200 entries.

Implement a Leaderboard

To implement leaderboards, there are two different processes.

  1. Retrieve and Display Leaderboards - Display the current leaderboard state before a game begins. For example, ovr_Leaderboard_GetEntries for a native app, or Platform.Leaderboards.GetEntries for Unity. There are other methods you can use to get a subset of leaderboard entries based on input criteria.

  2. Update Leaderboard Entries - Write the results of the current game to your leaderboard. For example, ovr_Leaderboard_WriteEntry for a native app, or Platform.Leaderboards.WriteEntry for a Unity app. A user may only have one entry on each leaderboard, subsequent entries will overwrite the existing entry on the specified leaderboard.

Implementation Tips

When implementing leaderboards, there are two common scenarios you should be aware of. They are:

  • To retrieve leaderboard entries centered around the current user, use the LeaderboardStartAt enum to define where the values returned start or are centered. To retrieve only the current user, center on the viewer and limit results returned to 1.
  • To return only the user’s friends, you can use the LeaderboardFilterType enum to define the results returned.

Example Implementation - Unity

The following Unity example demonstrates retrieving information from a leaderboard called 'MOST_MATCHES_WON' and writing a new leaderboard entry after a win for the current user. The following example is taken from the VRHoops sample app. See the full sample in the Oculus Integration Package . For more information about samples, see the Sample Apps page.

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

// Coordinates updating leaderboard scores and polling for leaderboard updates.
public class LeaderboardManager
{
    // API NAME for the leaderboard where we store how many matches the user has won
    private const string MOST_MATCHES_WON = "MOST_MATCHES_WON";

    ///...
    
    // the top number of entries to query
    private const int TOP_N_COUNT = 5;

    // how often to poll the service for leaderboard updates
    private const float LEADERBOARD_POLL_FREQ = 30.0f;

    // the next time to check for leaderboard updates
    private float m_nextCheckTime;

    ///...

    // whether we've found the local user's entry yet
    private bool m_foundLocalUserMostWinsEntry;

    // number of times the local user has won
    private long m_numWins;

    // callback to deliver the most-wins leaderboard entries
    private OnMostWinsLeaderboardUpdated m_mostWinsCallback;

    ///...

    public void CheckForUpdates()
    {
        if (Time.time >= m_nextCheckTime &&
            PlatformManager.CurrentState == PlatformManager.State.WAITING_TO_PRACTICE_OR_MATCHMAKE)
        {
            m_nextCheckTime = Time.time + LEADERBOARD_POLL_FREQ;

            QueryMostWinsLeaderboard();
            QueryHighScoreLeaderboard();
        }
    }

    #region Most Wins Leaderboard

    public delegate void OnMostWinsLeaderboardUpdated(SortedDictionary<int, LeaderboardEntry> entries);

    public OnMostWinsLeaderboardUpdated MostWinsLeaderboardUpdatedCallback
    {
        set { m_mostWinsCallback = value; }
    }

    void QueryMostWinsLeaderboard()
    {
        // if a query is already in progress, don't start a new one.
        if (m_mostWins != null)
            return;

        m_mostWins = new SortedDictionary<int, LeaderboardEntry>();
        m_foundLocalUserMostWinsEntry = false;

        Leaderboards.GetEntries(MOST_MATCHES_WON, TOP_N_COUNT, LeaderboardFilterType.None,
            LeaderboardStartAt.Top).OnComplete(MostWinsGetEntriesCallback);
    }

    void MostWinsGetEntriesCallback(Message<LeaderboardEntryList> msg)
    {
        if (!msg.IsError)
        {
            foreach (LeaderboardEntry entry in msg.Data)
            {
                m_mostWins[entry.Rank] = entry;

                if (entry.User.ID == PlatformManager.MyID)
                {
                    m_foundLocalUserMostWinsEntry = true;
                    m_numWins = entry.Score;
                }
            }

            // results might be paged for large requests
            if (msg.Data.HasNextPage)
            {
                Leaderboards.GetNextEntries(msg.Data).OnComplete(MostWinsGetEntriesCallback);
                return;
            }

            // if local user not in the top, get their position specifically
            if (!m_foundLocalUserMostWinsEntry)
            {
                Leaderboards.GetEntries(MOST_MATCHES_WON, 1, LeaderboardFilterType.None,
                    LeaderboardStartAt.CenteredOnViewer).OnComplete(MostWinsGetEntriesCallback);
                return;
            }
        }
        // else an error is returned if the local player isn't ranked - we can ignore that

        if (m_mostWinsCallback != null)
        {
            m_mostWinsCallback(m_mostWins);
        }
        m_mostWins = null;
    }

    #endregion

    // submit the local player's match score to the leaderboard service
    public void SubmitMatchScores(bool wonMatch, uint score)
    {
        if (wonMatch)
        {
            m_numWins += 1;
            Leaderboards.WriteEntry(MOST_MATCHES_WON, m_numWins);
        }

        if (score > 0)
        {
            Leaderboards.WriteEntry(HIGHEST_MATCH_SCORE, score);
        }
    }
}

Integration - Unreal

After you’ve created your leaderboards on the Oculus Dashboard, as described above, integrating in Unreal is done by using OSS nodes in your game blueprint.

Read leaderboard entry:

Add the Read Leaderboard Integer node. There are 2 ways to query the leaderboard using this node. Pass an array of a single entry, the current user’s id, to retrieve the user’s rank on the leaderboard. Passing an empty array will return the top 100 players on the leaderboard.

Write leaderboard entry:

To write to a leaderboard, add the Write Leaderboard Integer node and pass the stat that you use to rank players on the leaderboard.

Server to Server Messages

You may need manipulate a leaderboard from your trusted server. For details on leaderboard server-to-server APIs, see Leaderboard Server to Server APIs.