# \[SOLVED\] Is it possible to create table properties on scripts that show in the editor?

**URL:** <https://forum.defold.com/t/solved-is-it-possible-to-create-table-properties-on-scripts-that-show-in-the-editor/73614>\
**Category:** Questions\
**Created:** [July 9, 2023, 2:49am UTC](https://forum.defold.com/t/solved-is-it-possible-to-create-table-properties-on-scripts-that-show-in-the-editor/73614 "2023-07-09T02:49:01Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![paulbaucom](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/paulbaucom/32/37541_2.png) [@paulbaucom](https://forum.defold.com/u/paulbaucom)\
**Post date:** [July 9, 2023, 3:18am UTC](https://forum.defold.com/t/solved-is-it-possible-to-create-table-properties-on-scripts-that-show-in-the-editor/73614/3 "2023-07-09T03:18:27Z")

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It only allows for [these](https://defold.com/manuals/script-properties/#defining-a-script-property) types from the [script properties](https://defold.com/manuals/script-properties/) manual page.

What I do is define a table in a [Lua module](https://defold.com/manuals/modules/) that contains the values and then I require/include this in the scripts that need them. I consider them constant values and don’t modify them. This works for me, but wouldn’t work well if many game objects all had different tables of values. What I do is more appropriate for [this](https://forum.defold.com/t/user-defined-drop-down-menu-for-go-property/64755) scenario which was never implemented as far as I know.

I don’t know of a way to do what ex. Unity or Unreal do with their array types in the editor/inspector windows. Maybe someone else has a better solution or we could suggest a workaround if we knew your use case better.

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