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Demo overview

Guide

Use the playable Demo to evaluate GCS, inspect how finished battles are built, and reuse the same authoring workflow in your project

Hunter Demo battle with player, enemy, hand, energy, and Intent visible

The battle above uses the bundled databases and FlowGraphs. Open an asset in Game Card Editor to inspect its data, open its Behavior to see its rules, or use the scene Hierarchy to inspect its presentation.

Included content​

ContentCountOwning location
Battle scenes13Demo/Scenes/Single-Character/<Class>/ and Demo/Scenes/Multi-Character/
Single-character databases12 Encounters, 12 Players, 16 Enemies, 16 Decks, 80 Cards, 30 StatusesDemo/Databases/Single-Character/
Party databases1 Encounter, 3 Players, 3 Enemy definitions, 1 Deck, 6 Cards, 5 StatusesDemo/Databases/Multi-Character/

Warrior, Mage, Hunter, and Priest each have Normal, Elite, and Boss scenes. Party Showcase reuses the single-character presentation assets and loads its battle configuration from a separate database set. Scout, Squire, and Apprentice face three Hunter enemies, using a shared deck with four ally-targeting cards.

The Demo runs on the Built-in Render Pipeline and URP. See Installation and initialization for supported Unity versions, and use the table below to find scenes, content, and assets.

NeedOpen
Scene names, tiers, lineups, and Play Mode capturesDemo battle scenes
Database ownership for cards, decks, statuses, units, and encountersDemo content reference
Asset ownership and folder placementDemo asset layout

Two six-database sets​

Demo/Databases/Single-Character/ stores preset content and Demo/Databases/Multi-Character/ stores Party Showcase content, each set has card, deck, encounter, enemy, player, and status databases, scenes register the set they use

The Demo content reference maps each content family to its database and explains how to reuse a graph structure or rule block in project-owned content

Separate mechanics from presentation​

When inspecting a demo effect, separate the mechanic from its presentation:

  • Card, Status, Enemy, and Encounter definitions store authored data

  • FlowGraph determines the behavior sequence

  • Prefabs, art, VFX, SFX, and animation handle presentation

  • Scenes and Bootstrap connect runtime views

tip

Play a card and end the turn to check card resolution and enemy Intents. If those results are correct and a sound, effect, or animation is missing, inspect the presentation objects in the scene.