Posted April 01, 2024 by Danial Jumagaliyev
#leaderboard #leaderboard-creator #networking
This update brings new features requested by the community and tons of bugfixes!
Check out the new documentation of the tool in GitHub!
Leaderboards.YourLeaderboard.GetEntryCount(Action<int> callback, Action<string> errorCallback[optional])
Here are the parameter descriptions:
Did your public key or secret key get leaked? Not to worry, now you can change the keys for your leaderboard by pressing the "Reset" button for your respective leaderboard in the menu.
Developers now have the choice to handle saving authorization details either automatically using PlayerPrefs, a text file stored in the Persistent Data Path, or manually.
This mode is the default and it will hold the player's unique identifier as a key stored in Player Prefs.
This mode is an alternative to Player Prefs, where the unique identifier is stored into a file, which will be stored in the Persistent Data Path.
This mode disables automatic authorization, meaning it will be up to you to handle proper saving and loading of the user's authorization. Make use of these functions to get/set the user GUID (unique identifier):
/// <summary> /// Requests a new unique identifier for the user from the server. /// </summary> /// <param name="userGuidCallback">A callback that returns the user's unique identifier.</param> LeaderboardCreator.RequestUserGuid(Action<string> userGuidCallback)
/// <summary> /// Sets the user's unique identifier to the given string value. /// </summary> /// <param name="userGuid">The user's unique identifier.</param> LeaderboardCreator.SetUserGuid(string userGuid)
You can now block users by usernames or their user GUIDs.
LeaderboardCreator.UpdateEntryUsername()
is now deprecated
GetEntries()
method