Player Authoring
Define who the player controls, which deck they bring, and how their health and energy appear
Open the Game Card Editor and choose Player; A player unit combines presentation data, battle stats, one starting deck, and the UI definition for its energy resource

Authoring order
- In List, select the player-unit database, then create or duplicate a unit
- In Inspector, complete Basic, Visual, Attributes, Deck, and Energy from top to bottom
- In Preview, check Display, Render, and Energy Display
- Finish with Used By to confirm which encounters can start this unit
List area
List
Choose the database, then use +, −, and duplicate to manage player units; search filters by name; Tags filters project labels; each row shows the portrait, name, Base HP, and Base Energy, which makes accidental stat edits visible without reopening every asset

Inspector area
Basic
| Field | What to configure |
|---|---|
| Name | The in-game unit name; A non-empty value also renames the player-unit sub-asset |
| Description | Short player-facing identity, role, or flavor text shown by your UI |
| Tags | Project labels used by filters, selectors, or graph logic; GCS does not assign behavior to them automatically |

Visual
Icon is the portrait used by lists and UI cards; Template is the prefab spawned to represent the unit in battle and rendered in the Preview; assign both: a portrait can look correct while the battle prefab is still missing
Attributes
Base HP is both starting and maximum HP; healing cannot push the unit above it; Base Energy is the amount restored at the start of each player turn unless the encounter supplies a positive Starting Energy override; the editor keeps Base HP at 1 or higher and Base Energy at 0 or higher
Deck
Choose the unit's Starting Deck; the card shows the deck name, total cards, and average cost; use the open button to jump to Deck mode, the locate button to select the asset, and × to clear the reference; double-clicking the deck card opens the picker so you can replace it
The battle creates its initial deck from this deck's entries and copy counts; if a newly authored card never appears for this unit, check this reference before debugging the card itself

Energy
This section defines how the resource appears in your UI:
| Field | Purpose |
|---|---|
| Name | Resource label such as Energy, Mana, or Focus |
| Description | Tooltip or help text for the resource |
| Icon | Sprite shown beside the resource counter |
These fields do not change how much energy the player receives; the numeric rules live in Base Energy and the encounter's Starting Energy override

Preview area
Display
Display presents the player-facing portrait, name, and description; use it to check that the selected identity reads clearly at compact UI size

Render
Render instantiates the unit Template in an isolated view; drag with the left mouse button to rotate, the right mouse button to pan, and the wheel to zoom; use the reset button in the corner to restore the view; check the actual prefab silhouette, pivot, scale, and framing here

Energy Display
Energy Display previews the resource UI data from the Inspector's Energy section; it verifies the icon, name, and explanatory text together; it does not preview the current battle value because that value belongs to runtime state

Used By
Used By lists encounters whose Player field points at this unit; click a row to open the encounter; A player unit that appears here is reachable through authored battle content; a unit with no results still exists, but no encounter currently starts it

Validation and final check
An empty name is an error; missing Icon, Template, or Starting Deck and invalid HP or energy values are reported by Workbench validation
Before moving on, confirm that the list row shows the intended stats, the battle prefab renders correctly, the starting deck opens to the expected cards, Energy Display communicates the right resource, and Used By reaches the intended encounters