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 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
| Content | Count | Owning location |
|---|---|---|
| Battle scenes | 12 | Demo/Scenes/<Class>/ |
| Encounters | 12 | PresetEncounterDatabase |
| Players | 12 | PresetPlayerUnitDatabase |
| Enemies | 16 | PresetEnemyUnitDatabase |
| Decks | 16 | PresetDeckDatabase |
| Cards | 80 | PresetCardDatabase |
| Statuses | 30 | PresetStatusDatabase |
The four class lines are Warrior, Mage, Hunter, and Priest; each one has Normal, Elite, and Boss scenes, three player tiers with starting decks, a reward deck, and a four-enemy roster; the demo supports Unity 2021.3 or newer, including Unity 6, and uses one content set for the Built-in Render Pipeline and URP
Open the reference that matches the content you need
| 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 |
Six preset databases
All demo definitions are registered through six assets under Demo/Databases/: card, deck, encounter, enemy, player, and status databases; a demo scene reads from those preset databases and does not copy entries into another database
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
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Prefabs, art, VFX, SFX, and animation handle presentation
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Scenes and Bootstrap connect runtime views
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