Load the achievements the logged in user has already achieved or reported progress on.
function Start () { Social.localUser.Authenticate (ProcessAuthentication); }
function ProcessAuthentication (success: boolean) { if (success) { Debug.Log ("Authenticated, checking achievements"); Social.LoadAchievements( function(cache) { Debug.Log ("Got " + cache.Length + " achievements"); }); } else Debug.Log ("Failed to authenticate"); }
using UnityEngine; using UnityEngine.SocialPlatforms; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Social.LoadAchievements(achievements => { if (achievements.Length > 0) { Debug.Log("Got " + achievements.Length + " achievement instances"); string myAchievements = "My achievements:\n"; foreach (IAchievement achievement in achievements) { myAchievements += "\t" + achievement.id + " " + achievement.percentCompleted + " " + achievement.completed + " " + achievement.lastReportedDate + "\n"; } Debug.Log(myAchievements); } else Debug.Log("No achievements returned"); }); } }