LootLocker
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LootLocker
  • 📌The Basics
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    • What is LootLocker?
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      • How To
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  • đŸĒ™Commerce
    • Overview
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      • How To
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      • How To
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  • âš”ī¸Content
    • Overview
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      • How To
        • Create & Configure an Asset
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  • đŸ•šī¸Game Systems
    • Overview
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      • How To
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    • Leaderboards
      • How To
        • Configure Leaderboard in Web Console
        • Use Player Leaderboards
        • Use Generic Leaderboards
        • Use Metadata to Store Additional Information
        • Use Scheduled Reset with Rewards
        • Use Leaderboards for Time Based Rankings
      • Leaderboard FAQ
      • GameMaker References
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        • Create a Progression
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    • Triggers
      • How To
        • Setup a trigger in the Web Console
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  • â›“ī¸Shared Systems
    • Overview
    • Metadata
      • How To
        • Add Metadata in Console
        • Fetch a Single Metadata In-Game
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        • Fetch Metadata In-Game from Multiple Sources
    • Notifications
      • How To
        • List Notifications and Mark as Read In-Game
  • đŸ—ī¸Admin
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  • â­•ī¸ Legacy
    • Deprecations
      • Unity SDK Deprecation Log
        • Version 2.1.5 - Migration to Open UPM
        • Version 2.0.0
      • Unreal SDK Deprecation Log
        • Version 4.0.0
        • Version 3.0.0
    • Legacy Storage
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      • Activate a trigger
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    • Legacy Progressions
      • Create a Progression System
      • Use a Progression System In-Game
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On this page
  • Use Generic Leaderboard as a Clan List with Members
  • Get list of scores
  1. Game Systems
  2. Leaderboards
  3. How To

Use Generic Leaderboards

PreviousUse Player LeaderboardsNextUse Metadata to Store Additional Information

Last updated 2 months ago

Use Generic Leaderboard as a Clan List with Members

string clanName = "super cool clan!";
string metadata = "{clan_members:5213125,534034,534238,213890}";
string leaderboardKey = "leaderboard_clan_list";
int clanScore = 519;

LootLockerSDKManager.SubmitScore(clanName, clanScore, leaderboardKey, metadata, (response) =>
{
    if (!response.success)
    {
        Debug.Log("Could not submit score!");
        Debug.Log(response.errorData.ToString());
        return;
    }
    Debug.Log("Successfully submitted score!\n with metadata: " + metadata);
});

To copy and paste the above example into your editor, .

Input

You need to exchange the SubmitClanScore event for whatever event you want to use to trigger this flow.

Replace the input variables with the data you want to submit to the leaderboard.

Output

We recommend branching the completed events on the success flag in the response, and if you do this, you will probably want to add error handling in case the request fails as well as what (if any) continued actions you want on success.


var clanName : String = "super cool clan!";
var metadata : String = "{clan_members:5213125,534034,534238,213890}";
var leaderboardKey : String = "leaderboard_clan_list";
var clanScore : int = 519;
var response = await LL_Leaderboards.SubmitScore.new(leaderboardKey, clanScore, clanName, metadata).send()
if(!response.success) :
    # Request failed, handle errors
    pass
else:
    # Request succeeded, use response as applicable in your game logic
    pass
curl -X POST "https://api.lootlocker.io/game/leaderboards/1/submit" \
  -H "x-session-token: your_token_here" \
  -H "Content-Type: application/json" \
  -d "{\"score\": 1000, \"metadata\": \"{members:5129312,952134,123123,5129354}\"}"

Get list of scores

string leaderboardKey = "my_leaderboard";
int count = 50;

LootLockerSDKManager.GetScoreList(leaderboardKey, count, 0, (response) =>
{
    if (!response.success) {
        Debug.Log("Could not get score list!");
        Debug.Log(response.errorData.ToString());
        return;
    } 
    Debug.Log("Successfully got score list!");
});

Check out our for a more in-depth understanding of the endpoint!


var leaderboardKey : String = "my_leaderboard";
var count : int = 50;

var response = await LL_Leaderboards.GetScoreList.new(leaderboardKey, count).send()
if(!response.success) :
    # Request failed, handle errors
    pass
else:
    # Request succeeded, use response as applicable in your game logic
    pass
đŸ•šī¸
look here
ref documentation