Skip to content

Use Drop Table in Game

This how-to computes a Drop Table Asset from your game and grants the resulting Assets to the Player.

  • Unity, Unreal, or Godot SDK installed and configured in your project (not required for REST).
  • An active Player session (see Authentication).
  • A Drop Table Asset created in the Web Console (see Create a Drop Table).
  • The Player owns an instance of the Drop Table Asset, for example through a purchase or a Reward.

Computing the Drop Table selects Assets from its drop groups and locks the result so it can be picked from.

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

See the Reference Documentation for the full response.

Using the IDs from the compute drops response, you can grant any of the drops to the Player.

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");
}
});

See the Reference Documentation for the full response.

You've computed a Drop Table and granted the resulting Assets to the Player. Next, review Check Grant Notifications to confirm what was granted.