# Work with Drop Tables In-Game

{% hint style="info" %}
To learn more about Drop Tables in general, see our page on [Creating Drop Tables](/content/working-with-assets/how-to/create-a-drop-table.md)
{% endhint %}

### Get Drops From Drop Table

{% tabs %}
{% tab title="Unity" %}

```csharp
int dropTableInstanceID = 87;
LootLockerSDKManager.ComputeAndLockDropTable(dropTableInstanceID, (response) =>
{
    if (response.success)
    {
        Debug.Log("Successfully computed drops: " + response.items.Length);
    }
    else
    {
        Debug.Log("Error computing drops");
    }
});
```

{% endtab %}

{% tab title="Unreal" %}

<figure><img src="/files/fXubaHG6W11mEG0O93KL" alt=""><figcaption><p><a href="https://blueprintue.com/blueprint/z4_n62f2/">Blueprint example of getting the drops</a></p></figcaption></figure>
{% endtab %}
{% endtabs %}

### Give Dropped Items To The Player

Using the IDs from the compute drops method we can give any of the drops to the player.

{% tabs %}
{% tab title="Untiy" %}

```csharp
int dropTableInstanceID = 87;
int[] pickIDs = new int[] { 1 };
LootLockerSDKManager.PickDropsFromDropTable(pickIDs, dropTableInstanceID, (response) =>
{
    if (response.success)
    {
        Debug.Log("Successfully computed drops: " + response.items.Length);
    }
    else
    {
        Debug.Log("Error computing drops");
    }
});
```

{% endtab %}

{% tab title="Unreal" %}

<figure><img src="/files/e5yUha8ySnl5luhGJZk6" alt=""><figcaption><p><a href="https://blueprintue.com/blueprint/z4_n62f2/">Blueprint example of giving drops to player</a></p></figcaption></figure>
{% endtab %}
{% endtabs %}


---

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