Based on my research, here is the general logic regarding this code and Unity Auth: The PLAYER_ID, UNITY_PROJECT_ID, and LEADERBOARD_ID always remain the same. However, there is a crucial point: the token value changes every time you restart the game. In fact, if you leave the game open for about 15 minutes, the token expires and changes again. There is actually a refresh_token system in place; essentially, it's a basic HTTP intercept process.
How to get this information: To capture this data, I personally use Fiddler Everywhere. It’s very simple, has a great ui, provides an understandable flow, and automatically handles HTTPS decryption for me (thanks Fiddler! xd). After entering the game and press the scene(button) which have the leaderboard section, if you analyze the traffic carefully, you will find all these values. This is generally how Unity Auth leaderboards work. Good luck! xd
One final note on bans: Developers using the Unity Auth system often link their tables with Steam IDs. This means if you get banned after using a leaderboard cheat, you most likely won't be able to enter the game again. But no need to worry; if you open a different Steam account, you can get back in with a 99% probability... Though, generally speaking, you do get banned after cheating on the leaderboard xd.