---
title: "Facebook Instant Games Leaderboards"
subtitle: "Part 4 - Score Data"
date: 2018-11-06T00:00:00.000Z
url: https://phaser.io/tutorials/facebook-instant-games-leaderboards/part4
site: Phaser - https://phaser.io
copyright: © 2026 Phaser Studio Inc. All rights reserved.
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Facebook Instant Games Leaderboards

*Part 4 - Score Data*

The `setScore` method has an optional `data` argument. In the example above we didn't include it, which is why the `data` property of the `LeaderboardScore` object above is also blank.

However, we can use it to save up to 2KB worth of data with the score. This has to be a string.

In Phaser 3.16 if you pass a plain JavaScript object to the `setScore` method, it will automatically pass it through `JSON.stringify`. In versions prior to this, you'll need to serialize it first.

Let's save a score with some additional data in Phaser 3.16:

```
var playerScore = 480;

var roundData = {
    zombies: 349,
    witches: 9,
    bosses: 2,
    bullets: 63320
};

this.leaderboard.setScore(playerScore, roundData);
```

And in Phaser 3.15, or below:

```
var playerScore = 480;

var roundData = {
    zombies: 349,
    witches: 9,
    bosses: 2,
    bullets: 63320
};

this.leaderboard.setScore(playerScore, JSON.stringify(roundData));
```

Here, in our game, we've saved some of the stats that went with the round just played that achieved the high score. In this example, we're keeping track of the total number of baddies that were slain in that round, and how many bullets it took to do so. As this data is round-specific, it's safe to save it with our score, because the next time they play it will be replaced. If we wanted to persist the data regardless we could use Game Stats.

This is what the data looks like when it comes back from the API:

```
score: 480
scoreFormatted: 480
timestamp: 1542029852
rank: 1
data: {"zombies":349,"witches":9,"bosses":2,"bullets":63320}
playerName: Richard
playerPhotoURL: https://platform-lookaside.fbsbx.com/platform/instantgames/profile_pic.jpg?igpid=XXXXXXXXXXXXXXXX&height=256&width=256&ext=XXXXXXXXXX&hash=AeSAYoU03VQyDZPE
playerID: XXXXXXXXXXXXXXXX
```

Should we wish to display the data on our leaderboard, we can turn it back to an object again by simply parsing it:

```
var roundData = JSON.parse(leaderboardScore.data);
```

Which gives us:

![Parsed data](parse.png){.nc}

Perfectly suitable, should we wish to display that data in the leaderboard.

### Important!

There's one very important thing you need to be aware of when using Score Data: If you don't include the data with your score, it's lost.

For example, take the following:

```
var playerScore = 400;

var roundData = {
    zombies: 349,
    witches: 9,
    bosses: 2,
    bullets: 63320
};

this.leaderboard.setScore(playerScore, roundData);

// and then, after another round, assuming `playerScore` is a higher number:

this.leaderboard.setScore(playerScore);
```

Note how we save the `roundData` with the first call to `setScore`, but omit it from the second one.

The result is that the `data` property of the player's score will be empty. If you wish to retain data with a player's score, you have to send that data every single time you save the score, or it'll be lost forever.

In the next part let's get a list of scores back for other players.

---

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