Create a Custom Leaderboard
You will learn you should how to use PlayFab in Unity 3D to create and display Leaderboards. In the last lesson, we showed you how to use Cloud Scripts and Server Code to update player statistics. In this lesson, we will use that information and the leaderboards it created to display the top players in our game.
Leaderboards
To get started with leaderboards we will go to our PlayFab dashboard. Now it is important to remember that anytime you create a new Player Statistic, PlayFab will automatically create a new leaderboard based on that Player Statistic. If we click the leaderboard section we will then be able to see all the leaderboards created for our game. The leaderboard we will be working with for this tutorial is our PlayerHighScore leaderboard. With is leaderboard selected we can click on Edit Leaderboard which will bring up all the different options for this leaderboard. We will not be able to change the name of the leaderboard as the player statistic it is based on is permanent. However, we are able to change how often we want this leaderboard to reset and what kind of order system we want to use. Once we have picked the option we want we can then click Save Leaderboard.
Requesting Leaderboard Data
Now we will open up out PlayFab Unity Project. We will then open up our PlayFabController C# script. inside this script, we can create a new region called Leaderboard. Inside this region, we will first start by creating a new public function. inside this region, we will send a new HTTP POST to requestion by calling the GetLeaderboard function. We will need to make sure we request our Player High Score leaderboard. All the magic for this feature will happen in our success call back function. In this function, we will create a foreach loop that will loop throw each player in our returned leaderboard. Inside our foreach loop, we will just debug a log message to our console. the message will include our player’s display name and their stat value.
Setting Player Display Name
Now there will be a problem with our game and that is we have to need to set our player’s Display Name. The best place to do this is when we successfully register our player’s account. We will go to our OnRegisterSuccess function where we will send a new HTTP POST request by calling the UpdateUserTitleDisplayName function. We will pass in the player’s inputted username as their display name.
If you have already created a user account without setting the Display Name then you can manually set the Display Name of a player in the PlayFab dashboard. Just select the player you want to set the Display Name for and enter in their Display Name where it says Display Name then click Save all changes.
More Unity
Finally, we just have to save our C# script and then go back to Unity. In Unity, we first have to set our public GetLeaderboard function to the OnClick of a button. We will duplicate our Update Stats button. We can then move the button to a new location on our canvas. We will then change the text of this button and the OnClick event.
Testing your Project
Now we can test our game. You should be able to click our
Unlock Code and Member Content
PlayFabController.cs
using PlayFab; using PlayFab.ClientModels; using UnityEngine; using PlayFab.DataModels; using PlayFab.ProfilesModels; using System.Collections.Generic; using PlayFab.Json; public class PlayFabController : MonoBehaviour { public static PlayFabController PFC; private string userEmail; private string userPassword; private string username; public GameObject loginPanel; public GameObject addLoginPanel; public GameObject recoverButton; private void OnEnable() { if(PlayFabController.PFC == null) { PlayFabController.PFC = this; } else { if(PlayFabController.PFC != this) { Destroy(this.gameObject); } } DontDestroyOnLoad(this.gameObject); } public void Start() { //Note: Setting title Id here can be skipped if you have set the value in Editor Extensions already. if (string.IsNullOrEmpty(PlayFabSettings.TitleId)) { PlayFabSettings.TitleId = "8741"; // Please change this value to your own titleId from PlayFab Game Manager } //PlayerPrefs.DeleteAll(); //var request = new LoginWithCustomIDRequest { CustomId = "GettingStartedGuide", CreateAccount = true }; //PlayFabClientAPI.LoginWithCustomID(request, OnLoginSuccess, OnLoginFailure); if (PlayerPrefs.HasKey("EMAIL")) { userEmail = PlayerPrefs.GetString("EMAIL"); userPassword = PlayerPrefs.GetString("PASSWORD"); var request = new LoginWithEmailAddressRequest { Email = userEmail, Password = userPassword }; PlayFabClientAPI.LoginWithEmailAddress(request, OnLoginSuccess, OnLoginFailure); } else { #if UNITY_ANDROID var requestAndroid = new LoginWithAndroidDeviceIDRequest { AndroidDeviceId = ReturnMobileID(), CreateAccount = true }; PlayFabClientAPI.LoginWithAndroidDeviceID(requestAndroid, OnLoginMobileSuccess, OnLoginMobileFailure); #endif #if UNITY_IOS var requestIOS = new LoginWithIOSDeviceIDRequest { DeviceId = ReturnMobileID(), CreateAccount = true }; PlayFabClientAPI.LoginWithIOSDeviceID(requestIOS, OnLoginMobileSuccess, OnLoginMobileFailure); #endif } } #region Login private void OnLoginSuccess(LoginResult result) { Debug.Log("Congratulations, you made your first successful API call!"); PlayerPrefs.SetString("EMAIL", userEmail); PlayerPrefs.SetString("PASSWORD", userPassword); loginPanel.SetActive(false); recoverButton.SetActive(false); GetStats(); //StartCloudHelloWorld(); } private void OnLoginMobileSuccess(LoginResult result) { Debug.Log("Congratulations, you made your first successful API call!"); GetStats(); loginPanel.SetActive(false); } private void OnRegisterSuccess(RegisterPlayFabUserResult result) { Debug.Log("Congratulations, you made your first successful API call!"); PlayerPrefs.SetString("EMAIL", userEmail); PlayerPrefs.SetString("PASSWORD", userPassword); PlayFabClientAPI.UpdateUserTitleDisplayName(new UpdateUserTitleDisplayNameRequest { DisplayName = username }, OnDisplayName, OnLoginMobileFailure); GetStats(); loginPanel.SetActive(false); } void OnDisplayName(UpdateUserTitleDisplayNameResult result) { Debug.Log(result.DisplayName + " is your new display name"); } private void OnLoginFailure(PlayFabError error) { var registerRequest = new RegisterPlayFabUserRequest { Email = userEmail, Password = userPassword, Username = username }; PlayFabClientAPI.RegisterPlayFabUser(registerRequest, OnRegisterSuccess, OnRegisterFailure); } private void OnLoginMobileFailure(PlayFabError error) { Debug.Log(error.GenerateErrorReport()); } private void OnRegisterFailure(PlayFabError error) { Debug.LogError(error.GenerateErrorReport()); } public void GetUserEmail(string emailIn) { userEmail = emailIn; } public void GetUserPassword(string passwordIn) { userPassword = passwordIn; } public void GetUsername(string usernameIn) { username = usernameIn; } public void OnClickLogin() { var request = new LoginWithEmailAddressRequest { Email = userEmail, Password = userPassword }; PlayFabClientAPI.LoginWithEmailAddress(request, OnLoginSuccess, OnLoginFailure); } public static string ReturnMobileID() { string deviceID = SystemInfo.deviceUniqueIdentifier; return deviceID; } public void OpenAddLogin() { addLoginPanel.SetActive(true); } public void OnClickAddLogin() { var addLoginRequest = new AddUsernamePasswordRequest { Email = userEmail, Password = userPassword, Username = username }; PlayFabClientAPI.AddUsernamePassword(addLoginRequest, OnAddLoginSuccess, OnRegisterFailure); } private void OnAddLoginSuccess(AddUsernamePasswordResult result) { Debug.Log("Congratulations, you made your first successful API call!"); GetStats(); PlayerPrefs.SetString("EMAIL", userEmail); PlayerPrefs.SetString("PASSWORD", userPassword); addLoginPanel.SetActive(false); } #endregion Login public int playerLevel; public int gameLevel; public int playerHealth; public int playerDamage; public int playerHighScore; #region PlayerStats public void SetStats() { PlayFabClientAPI.UpdatePlayerStatistics(new UpdatePlayerStatisticsRequest { // request.Statistics is a list, so multiple StatisticUpdate objects can be defined if required. Statistics = new List<StatisticUpdate> { new StatisticUpdate { StatisticName = "PlayerLevel", Value = playerLevel }, new StatisticUpdate { StatisticName = "GameLevel", Value = gameLevel }, new StatisticUpdate { StatisticName = "PlayerHealth", Value = playerHealth }, new StatisticUpdate { StatisticName = "PlayerDamage", Value = playerDamage }, new StatisticUpdate { StatisticName = "PlayerHighScore", Value = playerHighScore }, } }, result => { Debug.Log("User statistics updated"); }, error => { Debug.LogError(error.GenerateErrorReport()); }); } void GetStats() { PlayFabClientAPI.GetPlayerStatistics( new GetPlayerStatisticsRequest(), OnGetStats, error => Debug.LogError(error.GenerateErrorReport()) ); } void OnGetStats(GetPlayerStatisticsResult result) { Debug.Log("Received the following Statistics:"); foreach (var eachStat in result.Statistics) { Debug.Log("Statistic (" + eachStat.StatisticName + "): " + eachStat.Value); switch(eachStat.StatisticName) { case "PlayerLevel": playerLevel = eachStat.Value; break; case "GameLevel": gameLevel = eachStat.Value; break; case "PlayerHealth": playerHealth = eachStat.Value; break; case "PlayerDamage": playerDamage = eachStat.Value; break; case "PlayerHighScore": playerHighScore = eachStat.Value; break; } } } // Build the request object and access the API public void StartCloudUpdatePlayerStats() { PlayFabClientAPI.ExecuteCloudScript(new ExecuteCloudScriptRequest() { FunctionName = "UpdatePlayerStats", // Arbitrary function name (must exist in your uploaded cloud.js file) FunctionParameter = new { Level = playerLevel, highScore =playerHighScore, apple = 0 }, // The parameter provided to your function GeneratePlayStreamEvent = true, // Optional - Shows this event in PlayStream }, OnCloudUpdateStats, OnErrorShared); } // OnCloudHelloWorld defined in the next code block private static void OnCloudUpdateStats(ExecuteCloudScriptResult result) { // Cloud Script returns arbitrary results, so you have to evaluate them one step and one parameter at a time Debug.Log(JsonWrapper.SerializeObject(result.FunctionResult)); JsonObject jsonResult = (JsonObject)result.FunctionResult; object messageValue; jsonResult.TryGetValue("messageValue", out messageValue); // note how "messageValue" directly corresponds to the JSON values set in Cloud Script Debug.Log((string)messageValue); } private static void OnErrorShared(PlayFabError error) { Debug.Log(error.GenerateErrorReport()); } #endregion PlayerStats #region Leaderboard public void GetLeaderboarder() { var requestLeaderboard = new GetLeaderboardRequest { StartPosition = 0, StatisticName = "PlayerHighScore", MaxResultsCount = 20 }; PlayFabClientAPI.GetLeaderboard(requestLeaderboard, OnGetLeadboard, OnErrorLeaderboard); } void OnGetLeadboard(GetLeaderboardResult result) { //Debug.Log(result.Leaderboard[0].StatValue); foreach(PlayerLeaderboardEntry player in result.Leaderboard) { Debug.Log(player.DisplayName + ": " + player.StatValue); } } public void CloseLeaderboardPanel() { leaderboardPanel.SetActive(false); for(int i = listingContainer.childCount - 1; i >= 0; i--) { Destroy(listingContainer.GetChild(i).gameObject); } } void OnErrorLeaderboard(PlayFabError error) { Debug.LogError(error.GenerateErrorReport()); } #endregion Leaderboard }
using Photon.Chat; using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PhotonChatManager : MonoBehaviour, IChatClientListener { #region Setup [SerializeField] GameObject joinChatButton; ChatClient chatClient; bool isConnected; [SerializeField] string username; public void UsernameOnValueChange(string valueIn) { username = valueIn; } public void ChatConnectOnClick() { isConnected = true; chatClient = new ChatClient(this); //chatClient.ChatRegion = "US"; chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username)); Debug.Log("Connenting"); } #endregion Setup #region General [SerializeField] GameObject chatPanel; string privateReceiver = ""; string currentChat; [SerializeField] InputField chatField; [SerializeField] Text chatDisplay; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if (isConnected) { chatClient.Service(); } if (chatField.text != "" && Input.GetKey(KeyCode.Return)) { SubmitPublicChatOnClick(); SubmitPrivateChatOnClick(); } } #endregion General #region PublicChat public void SubmitPublicChatOnClick() { if (privateReceiver == "") { chatClient.PublishMessage("RegionChannel", currentChat); chatField.text = ""; currentChat = ""; } } public void TypeChatOnValueChange(string valueIn) { currentChat = valueIn; } #endregion PublicChat #region PrivateChat public void ReceiverOnValueChange(string valueIn) { privateReceiver = valueIn; } public void SubmitPrivateChatOnClick() { if (privateReceiver != "") { chatClient.SendPrivateMessage(privateReceiver, currentChat); chatField.text = ""; currentChat = ""; } } #endregion PrivateChat #region Callbacks public void DebugReturn(DebugLevel level, string message) { //throw new System.NotImplementedException(); } public void OnChatStateChange(ChatState state) { if(state == ChatState.Uninitialized) { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } } public void OnConnected() { Debug.Log("Connected"); joinChatButton.SetActive(false); chatClient.Subscribe(new string[] { "RegionChannel" }); } public void OnDisconnected() { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } public void OnGetMessages(string channelName, string[] senders, object[] messages) { string msgs = ""; for (int i = 0; i < senders.Length; i++) { msgs = string.Format("{0}: {1}", senders[i], messages[i]); chatDisplay.text += "\n" + msgs; Debug.Log(msgs); } } public void OnPrivateMessage(string sender, object message, string channelName) { string msgs = ""; msgs = string.Format("(Private) {0}: {1}", sender, message); chatDisplay.text += "\n " + msgs; Debug.Log(msgs); } public void OnStatusUpdate(string user, int status, bool gotMessage, object message) { throw new System.NotImplementedException(); } public void OnSubscribed(string[] channels, bool[] results) { chatPanel.SetActive(true); } public void OnUnsubscribed(string[] channels) { throw new System.NotImplementedException(); } public void OnUserSubscribed(string channel, string user) { throw new System.NotImplementedException(); } public void OnUserUnsubscribed(string channel, string user) { throw new System.NotImplementedException(); } #endregion Callbacks }