# Work with Drop Tables In-Game

{% hint style="info" %}
To learn more about Drop Tables in general, see our page on [Creating Drop Tables](https://docs.lootlocker.com/content/working-with-assets/how-to/create-a-drop-table)
{% 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="https://534367586-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MVu1MPzezO-NgvC98xh%2Fuploads%2Fgit-blob-4ae2f8f3b40b87f76e015dbc8419633bf28b5e8d%2Fimage.png?alt=media" 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="https://534367586-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MVu1MPzezO-NgvC98xh%2Fuploads%2Fgit-blob-41e03120c470b3b19577e175512eb56586fac83c%2Fimage.png?alt=media" alt=""><figcaption><p><a href="https://blueprintue.com/blueprint/z4_n62f2/">Blueprint example of giving drops to player</a></p></figcaption></figure>
{% endtab %}
{% endtabs %}
