You need to setup your app on the appstore connect first with the appropriate leaderboard. And you can only test this code on the iOS device and not in the unity3d player.
using UnityEngine.SocialPlatforms; private ILeaderboard leaderboard; private string leaderboard_id = "yourleaderboardid"; // setup on appstore connect void Start() { // Authenticate user first Social.localUser.Authenticate(success => { if (success) { Debug.Log("Authentication successful"); string userInfo = "Username: " + Social.localUser.userName + "\nUser ID: " + Social.localUser.id + "\nIsUnderage: " + Social.localUser.underage; Debug.Log(userInfo); } else Debug.Log("Authentication failed"); }); // create social leaderboard leaderboard = Social.CreateLeaderboard(); leaderboard.id = leaderboard_id; leaderboard.LoadScores(result => { Debug.Log("Received " + leaderboard.scores.Length + " scores"); foreach (IScore score in leaderboard.scores) Debug.Log(score); }); } void ReportScore(long score, string leaderboardID) { Debug.Log("Reporting score " + score + " on leaderboard " + leaderboardID); Social.ReportScore(score, leaderboardID, success => { Debug.Log(success ? "Reported score successfully" : "Failed to report score"); }); } void OpenLeaderboard() { Social.ShowLeaderboardUI(); }