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Installation and Initialization

GCS ยท Start Here

Import GCS, create a clean Unity scene, click Initialize System, assign a preset encounter, and run a playable card battle.

For first-time setup in a new project or for adding a GCS battle scene to an existing Unity project.

GCS installs like a normal Unity package. Import it, wait for scripts to compile, then initialize the scene you want to use for battle testing.

Requirementsโ€‹

  • Unity 2021.3 or newer.
  • Compatible with Unity 6.
  • Built-in Render Pipeline and URP are supported by the demo content.
  • No third-party runtime dependency is required.

After import, all package content lives under Assets/TinyGiants/GameCardSystem/. Wait for Unity compilation to finish before opening GCS windows; a half-compiled project can show empty or broken editor UI.

Run a demo scene first

The 12 demo scenes are already wired. Open Demo/Scenes/Hunter/1-Fenmoss Hollow.unity, press Play, and a battle starts.

If your project does not already have TextMeshPro essentials installed, Unity may show the TextMeshProUGUI import prompt when you open a demo scene. Import the essentials, then reopen or reload the demo scene so UI text renders correctly.


Create a Custom Battle Sceneโ€‹

Create or open a clean scene, for example SampleScene, and make it the active scene. The scene can be empty; Initialize System will create the required GCS battle objects.

Open Game Card Systemโ€‹

Tools > TinyGiants > GCS > Game Card System

The Game Card System dashboard with scene initialization, environment checks, tool entry points, and folder shortcuts

This window is the setup dashboard for scene initialization, environment checks, tool entry points, and folder shortcuts.

Check System Informationโ€‹

The System Information card shows Unity version, render pipeline, editor platform, and scripting backend. A green check means the row is supported. When all rows show green checks, the current project environment is suitable for GCS.

The System Information card showing Unity Version, Render Pipeline, Editor Platform, and Scripting Backend support checks

Click Initialize Systemโ€‹

Before setup, the panel shows the uninitialized state. The primary action is Initialize System.

The uninitialized Game Card System panel with the Initialize System button ready

Click Initialize System and wait for Unity to finish any import or compile work. The button prepares the scene for a playable battle:

  1. Creates or reuses a GameCardManager.
  2. Adds GameCardEncounterBootstrap to the same object if missing.
  3. Registers the six preset databases from Demo/Databases/ and marks them active.
  4. Creates or repairs the minimal battle scene roots: EventSystem, Background, Battle Runtime, and Battle Fx Directors.
  5. Adds the default demo presentation layer so cards, units, HUD, effects, audio, rewards, and popups can appear in Play Mode.
  6. Configures a simple class background resolver for preset encounters.

When initialization succeeds, the status changes to System Initialized ยท Re-initialize.

The initialized Game Card System panel showing the green ready state

Re-running is safe. It fills missing parts, skips databases already registered, and does not remove your own databases.

Check the Managerโ€‹

Select GameCardManager. Its Inspector should show six database groups in this order: cards, decks, player units, enemy units, statuses, and encounters. Each group should have one active preset database after initialization.

A healthy manager after initialization: all six database groups read 1/1 Active and contribute preset content

Assign a Default Encounterโ€‹

On the same GameObject, find GameCardEncounterBootstrap and set Default Encounter to a preset encounter. For a first test, use Fenmoss Hollow.

FieldWhat to set
Default EncounterThe battle to start. Pick any preset encounter for the first run.
Auto Start On PlayKeep enabled if the scene should start the encounter as soon as Play Mode begins.
On BootstrapOptional UnityEvent fired after the encounter starts. Leave empty for first setup.

The GameCardEncounterBootstrap inspector with a demo encounter assigned and Auto Start On Play enabled

Start a Battleโ€‹

With Default Encounter assigned and Auto Start On Play enabled, enter Play Mode. The initialized scene now has the manager, runtime presentation objects, EventSystem, background, and effects/audio roots needed for a playable battle.


Setup Checklistโ€‹

The scene is ready when:

  • The project compiles with no GCS script errors.
  • The scene contains GameCardManager, EventSystem, Background, Battle Runtime, and Battle Fx Directors.
  • The manager has all six preset database groups filled and active.
  • GameCardEncounterBootstrap.Default Encounter is assigned, or your own code calls GCSApi.StartBattle.
  • Entering Play Mode deals a hand, shows energy, renders units, displays enemy intents, and allows cards to be played.

If the Workbench opens empty or Play Mode starts with no battle, check the manager databases and the bootstrap encounter before editing card data.