Arcademia.Achievements 1.1.0

dotnet add package Arcademia.Achievements --version 1.1.0
                    
NuGet\Install-Package Arcademia.Achievements -Version 1.1.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Arcademia.Achievements" Version="1.1.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Arcademia.Achievements" Version="1.1.0" />
                    
Directory.Packages.props
<PackageReference Include="Arcademia.Achievements" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add Arcademia.Achievements --version 1.1.0
                    
#r "nuget: Arcademia.Achievements, 1.1.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package Arcademia.Achievements@1.1.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=Arcademia.Achievements&version=1.1.0
                    
Install as a Cake Addin
#tool nuget:?package=Arcademia.Achievements&version=1.1.0
                    
Install as a Cake Tool

Arcademia Achievements SDK (.NET)

Unlock achievements from your game and let players collect them on their Arcademia account. You set the achievements up on the Arcademia manager, and your game only ever sends the achievement's API name.

This is the plain .NET build of the SDK, for anything that isn't Unity: any engine or framework you write in C#, your own engine, or a .NET tool. If you're building in Unity, use the Unity package instead. It has the same API and also draws toasts for you.

Full platform docs: https://manager.arcademia.ac/docs

Install

dotnet add package Arcademia.Achievements

Targets netstandard2.0, so it works on .NET Framework 4.6.1+, .NET 6/8/9+, and Mono.

This package is completely separate from the leaderboards package. Use one, the other, or both.

Setting up

  1. On the manager, open your game and click the trophy icon to get to Achievements.
  2. Request access. Once it's approved, generate an achievements API key. This is a different key from the leaderboards one.
  3. Pick who competes (see "Scopes" below) and add your achievements. The API name is what your code uses, for example FIRST_BLOOD.
  4. Put the key in an arcademia.json file next to your built executable:
{
  "apiBase": "https://manager.arcademia.ac",
  "achievementsKey": "arc_xxxxxxxx_..."
}

If you also use the leaderboards SDK, keep its apiKey in the same file. Each SDK only reads its own key. You can also set the key in code with ArcademiaAchievements.Configure(...).

Quick start

using Arcademia.Achievements;

void OnLevelTenCleared()
{
    _ = ArcademiaAchievements.UnlockAsync("FIRST_BLOOD");
}

On a cabinet that's all you need. The launcher shows the toast over your game and offers the player a QR code to claim it when the game closes. On your own PC nothing appears on screen until you handle ToastRequested (see Drawing toasts yourself). Calling UnlockAsync again for the same achievement in the same playthrough does nothing, so you don't need to track it yourself.

Two modes, one API

Launcher (Live) Sandbox
When The game was started by the Arcademia launcher on a cabinet Anywhere else: your dev machine, a build you're testing
Auth Nothing you set. The launcher and the cabinet handle it Your achievements key
Unlocks land on The live achievements for that cabinet's team A private test area only you can see
Toasts Drawn by the launcher on top of your game Raised as a ToastRequested event for you to draw
Claiming A QR code on the cabinet after the game closes RequestSandboxClaimAsync gives you a link

The SDK picks the mode itself by checking for environment variables the launcher sets, so the same code works in both places.

Scopes

You choose one scope per game on the manager:

  • Sessional: every playthrough starts fresh. Players always claim achievements for themselves.
  • Local: each arcade machine competes on its own.
  • Institutional: each site competes as a team.
  • National: each country competes as a team.

For the team scopes, the first time a team unlocks an achievement it's recorded against the team straight away, even if nobody claims it. A player who claims it afterwards is named as the team's claimer. Each achievement also has a "personal claims" switch. When it's on, players can add the achievement to their own collection too (once per team, so they can collect it again at another site).

API

Task<UnlockResult> ArcademiaAchievements.UnlockAsync(string apiName)
Task<AchievementsResult> ArcademiaAchievements.GetAchievementsAsync()
Task<OverlayResult> ArcademiaAchievements.OpenOverlayAsync()
Task<AchievementsPingResult> ArcademiaAchievements.PingAsync()
Task<SandboxClaimResult> ArcademiaAchievements.RequestSandboxClaimAsync(Action<string> onClaimLink = null, CancellationToken ct = default)
bool ArcademiaAchievements.TryGetToast(out AchievementToast toast)
Task<byte[]> ArcademiaAchievements.GetIconBytesAsync(Achievement achievement)
void ArcademiaAchievements.StartNewSandboxSession()
void ArcademiaAchievements.Configure(ArcademiaAchievementSettings settings)
void ArcademiaAchievements.Shutdown()

ArcademiaMode ArcademiaAchievements.Mode
string ArcademiaAchievements.SessionId
bool ArcademiaAchievements.IsOverlayOpen
event Action<UnlockResult> ArcademiaAchievements.Unlocked
event Action<AchievementToast> ArcademiaAchievements.ToastRequested
event Action ArcademiaAchievements.OverlayOpened
event Action ArcademiaAchievements.OverlayClosed

UnlockResult.Status is one of:

  • unlocked: first time this playthrough.
  • alreadyUnlocked: already unlocked this playthrough. Nothing happens.
  • unknown: no achievement with that API name exists for your game.
  • rejected or error: something went wrong, see Message.

TeamHadIt, TeamLabel and TeamClaimedBy tell you whether the player's team already had the achievement.

Events are raised from the code that awaited the call. If your game has no synchronisation context, that can be a thread-pool thread, so hand the work back to your main loop before touching engine objects.

Drawing toasts yourself

The launcher draws toasts on a cabinet, so you usually don't need to. ToastRequested fires when your game should draw one instead:

  • in sandbox mode, so you can see unlocks while testing, and
  • on a cabinet when the launcher can't draw over your game (true exclusive fullscreen, see below).

The simplest way is to ask for toasts once a frame from your game loop. You get each toast on the thread that calls it, so you can draw it straight away:

while (ArcademiaAchievements.TryGetToast(out var toast))
    MyHud.ShowToast(toast.Title, toast.Name, toast.Subtitle, toast.IconBytes);

Or subscribe to the event, which runs on the thread that awaited the unlock. Once something is subscribed, toasts go to the event instead of TryGetToast, so using both never shows a toast twice:

ArcademiaAchievements.ToastRequested += toast =>
{
    MyHud.ShowToast(toast.Title, toast.Name, toast.Subtitle, toast.IconBytes);
};

If neither is set up, the SDK writes a warning to the console and the debugger output each time a toast is dropped.

Title and Subtitle are ready-made text. TeamHadIt is true when the player's team already held the achievement, which is worth styling differently (the launcher greys that toast out). IconBytes is the icon, already loaded, and IconExtension says whether it's a .png or .jpg. GetIconBytesAsync(achievement) does the same for your own achievements screen.

Achievements screen

Call OpenOverlayAsync from a menu button to show a Steam-style list of every achievement over your game:

public async void OnAchievementsButton()
{
    var result = await ArcademiaAchievements.OpenOverlayAsync();
    if (result.DrawInGame)
        ShowMyOwnAchievementsScreen(await ArcademiaAchievements.GetAchievementsAsync());
}

On a cabinet the launcher draws the list and the call finishes when the player closes it with Exit. Pause your game between OverlayOpened and OverlayClosed. Your game still receives controller input while the list is open, so make sure a paused game ignores it.

DrawInGame is true in sandbox mode (there's no launcher) and when the launcher can't draw over your game. GetAchievementsAsync gives you everything the launcher's list uses: names, descriptions, icons, whether each one was unlocked this playthrough and whether the team holds it.

Secret achievements

Achievements marked as secret come back with Hidden = true. Hide their name and description in your own screens until Unlocked is true.

Fullscreen

On a cabinet the launcher draws toasts and the list in a window on top of your game. That works with windowed and borderless fullscreen, and with normal fullscreen on Windows 10 and 11. It can't draw over a game in true exclusive fullscreen, so prefer borderless. If the launcher detects exclusive fullscreen anyway, UnlockResult.ShowToastInGame is true, ToastRequested fires, and OpenOverlayAsync returns DrawInGame.

Testing

Everything works on your own PC in sandbox mode. Unlocks go to a test area that only you can see.

  • StartNewSandboxSession() simulates a new playthrough.
  • RequestSandboxClaimAsync() creates a claim link for the current sandbox playthrough, so you can try the claim page yourself. The link is written to the console and the debugger output, and passed to onClaimLink. The call finishes once the link is used or expires after 5 minutes. Only the game's owners can claim sandbox playthroughs.
  • The manager's Achievements page has a Sandbox tab showing your test unlocks, with a Reset button.

Sample

samples/QuickStart is a console app with a menu that exercises every call. Put an arcademia.json next to it, or type the key when it asks.

dotnet run --project samples/QuickStart

License

MIT, see LICENSE.md.

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
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Version Downloads Last Updated
1.1.0 50 9/26/2026
1.0.0 53 9/25/2026