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

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.

Implementation

At the highest level, there are two processes to implement when integrating leaderboards.

  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.

Example Implementation

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, please download the full app for the full example with other features. and see the Sample Apps page for more information about the apps that are available.

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);
        }
    }
}

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.

S2S REST Requests

Certain actions require to your back-end servers to interact directly with our platform. For example, update a leaderboard after a server-hosted multiplayer match. See the Server-to-Server API Basics page for information about interacting with our APIs.

Leaderboards S2S Parameters

ParameterRequiredDescriptionTypeExample
api_name

Y

The unique string that you will allow you to reference this leaderboard in your app.

string

“top_players1”
score

Y for 'Create and Update Leaderbord Entry'

The leaderboard value or score.

integer

78645
extra_data_base64

N

Extra metadata to store with the leaderboard entry. This can be used to specify information about the score. For example, in a driving game this may be what car was used. Decoded length can be, at most, 2048 bytes.

string

“T2N1bHVz”
force_update

N - default is false

If you already have an entry on the leaderboard and the user recieves a worse score than the existing leaderboard entry, the existing entry will not be updated unless force_update is true. Set as true to overwrite the entry even if the new score being posted is worse than the old one.

boolean

“false”
user_id

Only if you use the App Access Token to authenticate to the API.

Indicate which user you are posting on behalf of. That user must have an entitlement to your app. When using a User Access Token, this field must not be set. See the Users, Friends, and Relationships page for information about retrieving the User Id.

string

“12345”

Create and Update a Leaderboard Entry (POST)

Example Request

$ curl -d "access_token=$APP_ACCESSTOKEN|$USER_ACCESSTOKEN" -d "api_name=MY_NEW_LEADERBOARD"
-d "score=12345" -d "extra_data_base64=T2N1bHVz" -d "force_update=true" -d "user_id=865302060207175"
https://graph.oculus.com/leaderboard_submit_entry

Example Response

{
    "success": true,
    "did_update": true
}

The response contains a status. did_update indicates whether the entry was recorded or not.

Entries will not be recorded if the user already has an entry on the leaderboard, the new score is worse than the old score, and force_update is false.

Delete a Leaderboard Entry (DELETE)

Example Request

curl -X "DELETE" -d "access_token=$APP_ACCESSTOKEN" 
https://graph.oculus.com/$leaderboard-entry-id

Example Response

{
    "Success":true
}

Once deleted, a leaderboard entry cannot be recovered.