Loot — Teaching¶
Teachable panels for the Loot system.
Panels¶
| Panel | Teaches |
|---|---|
LootRollPanel | Rolling: the two roll models, relative weights, seeds and reproducibility, and sampling a table to prove its real drop rates. |
LootDeliveryPanel | Delivery: which adapters are bound, the difference between rolling and granting, and why awards sometimes vanish. |
The split is deliberate. LootRollPanel calls LootRoller directly and needs no service, no owner and no Play Mode — which is not a demo shortcut but the actual design, and the clearest way to show that rolling is pure. LootDeliveryPanel is where a service, an owner and real state come in.
Where to start¶
Open the Loot sample scene and press Play. LootRollPanel is the one to read first: roll a table a few times, then sample it a few thousand and compare the observed rates against the weights you authored. Weights state intent; only sampling states behaviour.
Status¶
Both panels are written and pre-placed in Samples/Systems/Loot/Scenes/00_Loot_Quickstart, already wired to the example tables. Open that scene and press Play.
Notes¶
- Compiles only when both
REV_TEACHABLESandREV_LOOT_PRESENTare defined. - Teaching content never ships in a player build: the build guard refuses it while
REV_TEACHABLESis set, which is intended — a debug overlay in a shipped game is always a mistake. LootDeliveryPanelmutates real inventory and currency state through whatever adapters are assigned on theLootService. Sandbox scenes only.