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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_TEACHABLES and REV_LOOT_PRESENT are defined.
  • Teaching content never ships in a player build: the build guard refuses it while REV_TEACHABLES is set, which is intended — a debug overlay in a shipped game is always a mistake.
  • LootDeliveryPanel mutates real inventory and currency state through whatever adapters are assigned on the LootService. Sandbox scenes only.