Quick Loot Table Pro
Krykftn | Advanced Editor Tools & Systems
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Weighted drop tables with a built-in simulator: roll a table ten thousand times and see the drop rate it really pays out, not the one you designed.uGUI and TextMeshPro are render pipeline independent, so this works unchanged on Built-in, URP and HDRP. No shaders, no materials, no post-processing, and camera and lighting settings are never touched. Every sprite is generated procedurally at runtime, so nothing needs reimporting when you switch pipeline. Requires Unity 2022.3 LTS or newer with uGUI and TextMeshPro, both shipped with Unity.You give a row a weight of 3 and call it a 3% drop. Then the table rolls three times per kill, a nested cache carries the same item, a pity timer tops it up, and your players are seeing it at 8.5%. Nothing in Unity tells you that. Players find it first, and they are not kind about it.Quick Loot Table Pro puts a simulator next to your table. Press Simulate and it rolls ten thousand times through the exact same roller your game uses - same weights, same nesting, same conditions, same pity - and reports what actually comes out. Every row then shows the share you designed next to the share it really pays, and rows that drifted are highlighted.WHAT MAKES IT DIFFERENTTHE SIMULATOR. Ten thousand rolls in about ten milliseconds. Per-item drop rate, one-in-N odds, items and value per roll, the share of runs that gave nothing, a histogram of how much came out at once, and the best-rarity split.DESIGNED VS ACTUAL, ON EVERY ROW. A bar for the share you designed, a white mark where the simulation actually landed. On the sample boss table a row designed at 40% lands at 72%, and a Sapphire the table never even lists shows up in one run in five.IT RUNS YOUR REAL TABLE. The simulator calls the same LootRoller your game calls, so the numbers cannot drift from what ships.THE TABLEThree roll modes: one row wins, several win, or every row rolls its own percentage. Nested tables, with cycle detection so a table can never roll itself forever. Conditions per row that read your own numbers - player level, difficulty, a story flag. Guaranteed rows for the quest item a boss must give up. Unique rows that can only win once. Min and max counts. Per-row luck scaling, so a luck stat bends only the odds you choose. Pity timers: a rarity guaranteed by the Nth unlucky roll, with the counters saved alongside the rest of your game.VALIDATIONRows that can never win, counts of zero, a pity rarity no row can pay out, a table that asks for more rows than it has, and any chain of tables that loops back on itself.IN YOUR GAMEA themed loot panel with rarity-tinted cards, star tiers, icons, stack counts and a value total - every sprite generated procedurally, five themes, no textures to import. A LootContainer that rolls by id, raises a UnityEvent and saves its pity counters. Seeded rolls, so the same seed gives the same drop in game and in the simulator.It does not replace your inventory. A loot item carries an id, a name, an icon, a rarity and a payload slot pointing at whatever object your game already uses.WHAT YOU GETThree linked sample tables (The Ashvale Warden, Rare Cache, Wolf Drops) built to demonstrate exactly the drift described above, eight items with procedurally drawn icons, a playable demo scene, and full C# source with no DLLs.THE SIMULATOR- Rolls 1 000, 10 000 or 100 000 times through the same LootRoller the game uses. 40 000 rolls take about 11 ms.- Per item: true drop rate, one-in-N odds, average units per roll.- Per table: items and value per roll, share of rolls that gave nothing, histogram of units per roll, best-rarity split.- Seeded and reproducible, and it runs on a private copy of the context so it never disturbs your game's pity counters.THE TABLE- Roll modes: Pick One, Pick Several (min/max rolls, duplicates on or off), Each Independently (weights read as percentages).- Nested tables with cycle detection and a depth cap.- Conditions per row: is true, is false, at least, at most, equals, not equals - against any number you put in the context.- Guaranteed rows, unique rows, min and max counts, per-row luck scaling, per-table drop chance.- Pity timers per table: the rarity, and the roll it is guaranteed by.THE EDITOR- Designed-vs-actual bar on every row, with drifted rows highlighted.- Sort By Weight and Normalise To 100, so weights read as percentages.- Validation panel listing everything wrong with the table.- Undo on every change.IN YOUR GAME- LootDropView: rarity-tinted cards with icons, star tiers, stack counts and a value total.- Five themes (Midnight, Parchment, Slate, Ember, Neon), every sprite generated procedurally.- LootContainer with Roll(id), inspector numbers, a UnityEvent for drops and PlayerPrefs saving of pity counters.- LootItemAsset with a payload slot, so it points at your existing item objects instead of replacing your inventory.THE CODE- Pure C# LootRoller, LootSimulator, LootContext and LootResult - no MonoBehaviour, no coroutines, no allocation per roll beyond the result.- Full source, no DLLs.REQUIREMENTSUnity 2022.3 LTS or newer, with uGUI and TextMeshPro - both ship with Unity. If either is missing the package switches itself off instead of throwing compile errors, and a one-click Setup window installs them. No third-party packages. Works on Built-in, URP and HDRP.The design, specification and verification criteria of this tool are our own, drawn from needs we hit in our own Unity projects. AI-assisted coding tools were used to accelerate writing the C# implementation.Every drop-rate claim this asset makes is verified by automated headless tests with hand-computed expected values, including deliberate negative controls where we break the roller on purpose and confirm the tests catch it. The simulator calls the same LootRoller the game calls, so the reported rates cannot drift from what ships.All store images are real screenshots of the shipping tool running in the Unity Editor and real renders of the included demo content. No AI image generation was used in any marketing material.No third-party assets, models, textures or audio are included.

