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Achievements

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Overview

AccelByte Cloud's Achievement service is a tool developers can use to increase player engagement with their game. Recognizing players' progress in your game and rewarding them with items or new characters not only fosters deeper enjoyment of your game but brand loyalty as well. There are two main types of achievements: incremental and non-incremental. Both of these types are explained below.

Incremental Achievements

Incremental achievements work in conjunction with our Cloud Statistics service. When a player's stats are updated, the Achievement service checks if the conditions for any incremental achievements have been met. If the conditions for achievement have been met the achievement will be unlocked. Here are a couple of examples of incremental achievements:

  • Collect 10,000 gold In order to unlock packs of bullets, a player must collect 10,000 gold.
  • Collect 100 items To unlock the Collector trait, a player must collect 100 items.

Non-Incremental Achievements

Non-incremental achievements don't require a goal value to be hit, and as such do not need to be integrated with the Statistics service. Here are some examples of non-incremental achievements:

  • Play your first game To unlock a bundle of weapons, a player must play the game.
  • Kill 25 thieves in a single game To earn their first medal, players must kill 25 thieves in a single game.

Prerequisites

You will need to create a Statistics configuration as the statistic code will be used when you create an Incremental Achievement.

Permissions

Permissions are used to grant access to specific resources within our services. Make sure your account has the following permissions before you attempt to manage achievements in the Admin Portal. For a full list of permissions that impact achievements management, see the Achievements tab of the permissions reference.

UsageResourceAction
Create New AchievementADMIN:NAMESPACE:{namespace}:ACHIEVEMENTCreate
Export Achievement ConfigurationADMIN:NAMESPACE:{namespace}:ACHIEVEMENTRead
Import Achievement ConfigurationADMIN:NAMESPACE:{namespace}:ACHIEVEMENTUpdate
Query All AchievementsADMIN:NAMESPACE:{namespace}:ACHIEVEMENTRead
Get an AchievementADMIN:NAMESPACE:{namespace}:ACHIEVEMENTRead
Update an AchievementADMIN:NAMESPACE:{namespace}:ACHIEVEMENTUpdate
Delete an AchievementADMIN:NAMESPACE:{namespace}:ACHIEVEMENTUpdate
Update Achievements List OrderADMIN:NAMESPACE:{namespace}:ACHIEVEMENTUpdate
Query User Achievements Include Achieved and In-progress AchievementADMIN:NAMESPACE:{namespace}:USER:{userId}:ACHIEVEMENTRead
Unlock an AchievementNAMESPACE:{namespace}:USER:{userId}:ACHIEVEMENTUpdate

Permissions work slightly differently depending on whether they are assigned to IAM Clients or Roles assigned to users. For more information, read the Authentication and Authorization documentation.

Manage Achievements in the Admin Portal

Create a New Achievement Configuration

  1. On the Achievements page of the Admin Portal, click the Add Achievements button.

  2. The Add New Achievements form will appear. Fill in the required fields.

    • Input the Code of the achievement with an appropriate format, e.g., kill-enemies-achievement.

    • Input the Name of the achievement with a readable string. This will be a public-facing name.

    • Input the Description of the achievement. This description is also public-facing.

    • Choose if you want the achievement to be Hidden. Hidden achievements are not shown when they are still locked, but will appear once unlocked.

    • Select Incremental for an incremental achievement, or leave the checkbox unselected for a non-incremental achievement. In this case, we're creating an incremental achievement so, we need to input the Goal Value and a StatCode of a statistics configuration associated with this achievement.

      NOTE

      The Goal Value should not exceed the Max. Value defined in the Statistic Configuration.

    • Input the Tag field with contextual information related to the achievement. You can input up to five tags. This field is optional.

    • Select an image for the Locked Icon. This image will be displayed for players who do not have this achievement yet.

    • Select an image for the Unlocked Icon. This image will display when the achievement is unlocked.

Once completed, click Add. Your new configuration will be added to the list.

Export Achievement Configurations

You can export your achievement configurations in JSON format by following the steps below.

  1. In the Achievements page, open the dropdown menu next to the Add Achievements button and choose Export Configuration.

  2. The download will start. Once it's finished, open the JSON file to see your achievement configs.

    [
    {
    "Hidden": false,
    "Incremental": false,
    "ID": "5ec4b6ee296bxxde03cdeee1",
    "ListOrder": 1,
    "GoalValue": 0,
    "UnlockedIcons": [
    {
    "url": "https://cdn.demo.accelbyte.io/files/accelbyte/achievements/54a4c4485ac34a63a0ece0e849b488e0.png",
    "slug": "rectangle-1png"
    }
    ],
    "LockedIcons": [
    {
    "url": "https://cdn.demo.accelbyte.io/files/accelbyte/achievements/53351a0b28134d008600bb5fb6cf23c3.png",
    "slug": "rectanglepng"
    }
    ],
    "CreatedAt": "2020-05-20T04:49:50.825Z",
    "UpdatedAt": "2020-05-20T04:49:50.825Z",
    "Namespace": "accelbyte",
    "AchievementCode": "penta-kill",
    "StatCode": "",
    "DefaultLanguage": "en",
    "Tags": [
    "kills"
    ],
    "Name": {
    "en": "Penta Kill"
    },
    "Description": {
    "en": "Penta Kill description"
    }
    }
    ]

Import an Achievement Configuration

  1. In the Achievements page, open the dropdown menu next to the Add Achievement button and choose Import Configuration.

  2. The Import Configuration form will appear.

    • Choose a File to Import. The file should be in JSON format.
    • Select the Import Method.
      • Choose Replace if you want to replace an old config with a new one. The new config must have the same key as the config you want to replace. If you have multiple configs in your file, any configs with unique keys will also be imported.
      • Choose Leave Out if you want to add a new config without replacing any old configs. Using this method, any configs in your JSON file whose keys match existing configs will not be imported. Only configs with unique keys will be imported.

    Click Import.

  3. Confirm the import configuration by typing IMPORT in the pop-up form below.

Implement Achievements with the Client SDKs

Unlock an Achievement

There are two ways to unlock a player's achievement: either from Game Client or from the Game Dedicated Server.

Unlock an Achievement from the Game Client

NOTE

This function can only be used for non-incremental achievements that do not affect gameplay, such as the player's first time entering the lobby, their first time inviting a friend, etc.

FString AchievementCode = FString("MyAchievementCode");

FRegistry::Achievement.UnlockAchievement(AchievementCode, FVoidHandler::CreateLambda([]()
{
// Do something if UnlocKAchievement has been successful
}), FErrorHandler:: CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if UnlockAchievement has an error
UE_LOG(LogTemp, Log, TEXT("Error UnlockAchievement, Error Code: %d Error Message: %s"), ErrorCode, *ErrorMessage);
}));

Unlock an Achievement from the Dedicated Server

Unlocking an achievement from the server is usually done after a match is completed.

FString AchievementCode = FString("MyAchievementCode");
FString UserId = FString("SomeUserId");

FRegistry::ServerAchievement.UnlockAchievement(UserId, AchievementCode, FVoidHandler::CreateLambda([]()
{
// Do something if UnlockAchievement has been successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if UnlockAchievement has an error
UE_LOG(LogTemp, Log, TEXT("Error UnlockAchievement, Error Code: %d Error Message: %s"), ErrorCode, *ErrorMessage);
}));

Achievements Query

Get a Single Achievement

You can use this function to retrieve achievement info, such as the achievement name, description, goalValue, etc.

FString AchievementCode = FString("MyAchievementCode");

FRegistry::Achievement.GetAchievement(AchievementCode, THandler<FAccelByteModelsMultiLanguageAchievement>::CreateLambda([](const FAccelByteModelsMultiLanguageAchievement& Result)
{
// Do something if GetAchievement has been successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if GetAchievement has an error
UE_LOG(LogTemp, Log, TEXT("Error GetAchievement, Error Code: %d Error Message: %s"), ErrorCode, *ErrorMessage);
}));

Query All Achievements

You can use this function to retrieve a list of all achievements in the related namespace.

FString Language = FString("en");
EAccelByteAchievementListSortBy SortBy = EAccelByteAchievementListSortBy::LISTORDER;
int32 Offset = 0;
int32 Limit = 50;

FRegistry::Achievement.QueryAchievements(Language, SortBy, THandler<FAccelByteModelsPaginatedPublicAchievement>::CreateLambda([](const FAccelByteModelsPaginatedPublicAchievement& Result)
{
// Do something if QueryAchievements has been successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if QueryAchievements has an error
UE_LOG(LogTemp, Log, TEXT("Error QueryAchievements, Error Code: %d Error Message: %s"), ErrorCode, *ErrorMessage);
}), Offset, Limit);

Query a Player's Achievement

Use this function to query a player's unlocked and in-progress achievements. This function is called from a specific player who is already logged in to justice iam or currently a player that has been logged into the game.

EAccelByteAchievementListSortBy SortBy = EAccelByteAchievementListSortBy::LISTORDER;
int32 Offset = 0;
int32 Limit = 50;

FRegistry::Achievement.QueryUserAchievements(SortBy, THandler<FAccelByteModelsPaginatedUserAchievement>::CreateLambda([](const FAccelByteModelsPaginatedUserAchievement& Result)
{
// Do something if QueryUserAchievements has been successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if QueryUserAchievements has an error
UE_LOG(LogTemp, Log, TEXT("Error QueryUserAchievements, Error Code: %d Error Message: %s"), ErrorCode, *ErrorMessage);
}), Offset, Limit);

Connect Custom Services to Achievements using the Server SDKs

SDK Initialization

Before using the Achievement service from the SDK, you will need to initialize your server-side SDK to make you authorized and able to perform create, read, update, and delete actions.

Golang SDK Initialization

Before using the Achievement service from the Golang SDK, you will need to initialize the SDK by following the steps below:

achievementsService := &achievement.AchievementsService{
Client: factory.NewAchievementClient(&repository.ConfigRepositoryImpl{}),
TokenRepository: &repository.TokenRepositoryImpl{},
}

Once completed, you can use the Golang SDK to create, read, update, or delete the Achievement service from your serverless app.

Python SDK Initialization

Before using the Achievement service from the Python SDK, you will need to initialize the SDK by following the steps below:

Once completed, you can use the Python SDK to create, read, update, or delete the Achievement service from your serverless app.

.NET (C#) SDK Initialization

Before using the Achievement service, you will need to set some permissions. Use the following .NET namespaces:

using AccelByte.Sdk.Api.Achievement.Model;
using AccelByte.Sdk.Api.Achievement.Operation;
using AccelByte.Sdk.Api.Achievement.Wrapper;

Java SDK Initialization

Before using the Achievement service, you will need to set some permissions. Initialize the Achievements wrapper from Achievement service using the following code:

Achievements wAchievements = new Achievements(sdk);

Once completed, you can use the SDK to create, read, update, or delete achievements.

Create an Achievement

Use the following function to create an achievement:

ok, err := achievementsService.AdminCreateNewAchievement(input)
if err != nil {
logrus.Error(err)
return err
}
return nil

Delete an Achievement

Use the following function to delete an achievement:

err := achievementsService.AdminDeleteAchievement(input)
if err != nil {
logrus.Error(err)
return err
}
return nil

Retrieve All Achievements

Use the following function to retrieve all achievements:

ok, err := achievementsService.AdminListAchievements(input)
if err != nil {
logrus.Error(err)
return err
}
return nil

Retrieve an Achievement by Its Code

Use the following function to retrieve an achievement by code:

ok, err := achievementsService.AdminGetAchievement(input)
if err != nil {
logrus.Error(err)
return err
}

Update an Achievement

Use the following function to update an achievement:

ok, err := achievementsService.AdminListAchievements(input)
if err != nil {
logrus.Error(err)
return err
}
return nil