Add player stats and leaderboards to your Unity project


The Xbox Live Unity plugin does not support achievements or online multiplayer and is only recommended for Xbox Live Creators Program members.

Once you have added Xbox Live sign in to your Unity project, the next step is to add player stats and leaderboards based on those player stats.

With the Xbox Live Unity plugin, you can easily add player stats and leaderboards in your Unity project. Similar to the sign in steps, you can choose to use the included prefabs or attach the included scripts to your own custom game objects.


  1. Configure Xbox Live in Unity
  2. Sign in to Xbox Live in Unity

Player stats

A player stat is any interesting statistic that you want to track for your players. The stats that you track with Xbox Live should be stats that are relevant to the player, and are displayed in some manner. These player stats are most commonly used to build leaderboards, which players can view to determine how their performance ranks against other players. All player stats are considered "featured stats", which means that the stat will be displayed in the GameHub page for the game.

Player stats must represent a single value. The Xbox Live Unity plugin contains prefabs for integer, double, and string stats. Additionally, a script is provided for a base stat object that can be extended to other data types.

For more information about player stats, see Player stats.


In order to use player stats or leaderboards with the Xbox Live service, you must have a successfully signed in user before you can access any data.

Using the player stat prefabs

There are several prefabs provided in the Xbox Live Unity plugin that you can use relating to player stats:

  • IntegerStat: A stat that can be expressed as an integer value, such as total number of kills in a round.
  • DoubleStat: A stat that can be expressed as a floating point value, such as a kill/death ratio.
  • StringStat: A stat that can be expressed as a string value, typically an enumeration, such as a rank awarded for a round, such as "Gold", "Silver", or "Bronze".
  • StatPanel: Sample UI that you can use to display the current value of a stat.

To add a player stat, simply drag the prefab that matches the data type of the stat onto the scene. In the Unity inspector for the stat, you can specify three values:

  • The ID of the stat. This must match the ID configured in Windows Dev Center and is case sensitive.
  • The display name of the stat (this name is displayed in the StatPanel prefab UI).
  • The initial value of the stat when the scene starts.

You can use the StatPanel prefab to display the value of a stat. To do this, drag a StatPanel prefab onto the scene. You can specify the stat to display by dragging the stat gameobject to the Stat field of the StatPanel object in the Unity Inspector.

Manipulating the player stat values

The player stat objects have a number of functions that you can call to adjust the value of the stat. These functions can be called from other routines, or bound to UI elements. You can look at the DoubleStat, IntegerStat, and StringStat scripts to see examples of functions to change the value of the stat. You can modify or create new scripts to represent stats with more complex functions and logic. New stat classes should extend the StatBase class, defined in the StatBase script.

For example, as a simple test, you can add a UI button to your scene, and in the OnClick event of the button, in the Unity inspector, add an IntegerStat object, and call the Increment() function to increase the value of the stat by one every time you click the button.

If you have the stat also bound to a StatPanel object, you can see the stat value update every time you click the button.

Every time you update your stats (increment, decrement, etc.), the values get updated locally. The data gets flushed automatically every 5 minutes by the StatManagerComponent script. If your game ends before the 5 minutes, you need to make sure to flush the data manually first to make sure you don't lose that progress. To do that, you'll need to call the statManagerComponent.RequestFlushToService() method, making sure to call it for the XboxLiveUser the stat is being written for.


It is considered best practice to always flush the data before your game ends to make sure you do not lose the progress.


A leaderboard represents an ordered, numbered list of the players who have achieved the "best" value of a stat. For example, a leaderboard might list the people who have achieved the fastest time on a race lap, so that players can compare their best race time against the best race times achieved by other players.

Leaderboards are based on the player stats that are sent to the Xbox Live service by the game. Therefore, leaderboard data is read only, as you cannot modify them directly.

The Xbox Live Unity plugin provides a sample Leaderboard prefab that you can use to understand how to implement leaderboards in your game.

For more information about leaderboards, see Leaderboards.

Using the leaderboard prefabs

The Xbox Live Unity plugin contains two prefabs for leaderboards:

  • Leaderboard: An object that represents a leaderboard, and contains simple UI to display the values from the leaderboard.
  • LeaderboardEntry: An object that represents a single row of a leaderboard.

You can drag a Leaderboard prefab onto the scene. In the Unity Inspector, you can set the following attributes:

  • Stat: The stat gameobject that this leaderboard is associated with.
  • Leaderboard Type: The scope of the results that should be returned for the leaderboard entries.
  • Entry Count: The number of rows of data to display per page.

In the Unity editor, the Leaderboard prefab will always display the same mock data regardless of the inspector settings. You must build and export your project to Visual Studio and sign in with an authorized user to see real data values. For more information, see Configure Xbox Live in Unity.

See also