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

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
| Content | Count | Owning location |
|---|---|---|
| Battle scenes | 13 | Demo/Scenes/Single-Character/<Class>/ and Demo/Scenes/Multi-Character/ |
| Single-character databases | 12 Encounters, 12 Players, 16 Enemies, 16 Decks, 80 Cards, 30 Statuses | Demo/Databases/Single-Character/ |
| Party databases | 1 Encounter, 3 Players, 3 Enemy definitions, 1 Deck, 6 Cards, 5 Statuses | Demo/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.
| Need | Open |
|---|---|
| Scene names, tiers, lineups, and Play Mode captures | Demo battle scenes |
| Database ownership for cards, decks, statuses, units, and encounters | Demo content reference |
| Asset ownership and folder placement | Demo 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
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FlowGraph determines the behavior sequence
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Prefabs, art, VFX, SFX, and animation handle presentation
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Scenes and Bootstrap connect runtime views
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.