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 DIFFERENT
THE 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 TABLE
Three 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.
VALIDATION
Rows 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 GAME
A 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 GET
Three 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.