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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 image above shows the Demo's actual battle result. The player, enemy, hand, energy, Intent, and scene presentation all run on the bundled databases, FlowGraphs, and production runtime. Each part can be opened in the Game Card Editor, FlowGraph Editor, or scene Hierarchy for inspection

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/

The four class lines are Warrior, Mage, Hunter, and Priest, each with Normal, Elite, and Boss scenes. Party Showcase is one focused Hunter-based battle with Scout, Squire, and Apprentice, three Hunter enemy instances, one shared deck, and four ally-targeting cards. It reuses presentation assets but owns a separate minimal database set. The Demo supports Unity 2021.3 or newer, including Unity 6, and the same presentation content supports the Built-in Render Pipeline and URP

Open the reference that matches the content you need

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/ owns the original preset content. Demo/Databases/Multi-Character/ owns the focused Party Showcase content. Each set contains card, deck, encounter, enemy, player, and status databases, and each scene registers only the set it needs

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

When cards resolve, resources change according to the rules, enemies follow their Intents, and the battle reaches a result, the mechanical path is working. If the project has replaced or removed audio, effects, or animation assets, continue the investigation in the presentation layer rather than changing the Encounter definition