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Installation and initialization

Guide

Import GCS from the Asset Store, check the project environment, then use Initialize System to connect the current scene to the Manager, six database types, Bootstrap, and the battle presentation layer

Import GCS and check the supported environmentโ€‹

Use Unity 2021.3 LTS with patch 2021.3.18f1 or later, Unity 2022.3 LTS, or Unity 6. The GCS runtime has no third-party dependencies. The included Demo runs on the Built-in Render Pipeline or URP. HDRP projects can use the core runtime and editor tools, but must adapt the Demo's materials and shaders before reusing it.

After obtaining GCS from the Unity Asset Store, import it in this order:

  1. Open Window > Package Manager.
  2. Change Packages in the upper-left corner to My Assets, then select Game Card System.
  3. Click Download, then click Import when the download finishes.
  4. Wait for Unity to finish importing assets and compiling scripts.

For Unity's complete import workflow, see Importing an Asset Store package. After the import finishes, the GCS package is located at:

Assets/TinyGiants/GameCardSystem/

Check the Console for compilation errors before initializing a scene.

Connect the current scene to GCSโ€‹

Create or open the scene that will host the battle, save it, and keep it active. Open the GCS dashboard from the Unity menu:

Tools > TinyGiants > GCS > Game Card System

The Game Card System dashboard, including system initialization, environment information, Editor tools, and resource shortcuts

In the dashboard above, System Information checks the project environment, while Initialize System adds the required GCS objects to the active scene. Once initialization passes, the Game Card Editor and Game Card Monitor entries also become available.

Check System Informationโ€‹

System Information reads the current Unity version, render pipeline, Editor platform, and scripting backend. Check here first that the version and render pipeline match your project plan.

System Information showing the current Unity Version, Render Pipeline, Editor Platform, and Scripting Backend

Initialize the scene objects and databasesโ€‹

When the scene has not been connected to GCS, the initialization card displays a yellow Initialize System button.

The Game Card System dashboard showing Initialize System before the scene is initialized

Click the button. GCS completes four sets of connections around the current active scene:

Connected contentInitialization result
Manager and startup entry pointCreates or reuses GameCardManager, then adds GameCardEncounterBootstrap to the same GameObject
Six content database typesRegisters the preset Card, Deck, Player Unit, Enemy Unit, Status, and Encounter databases
Battle scene root objectsAdds Main Camera, EventSystem, Background, Battle Runtime, and Battle Fx Directors from the scene template
Input and backgroundAdds 2D raycasting to the main camera and connects the preset encounter background resolver

Once these connections are complete, the button changes to the green System Initialized ยท Re-initialize state. The status bar also confirms that the Manager, all six database types, and Bootstrap are ready.

The Game Card System dashboard showing System Initialized and ready states after initialization

Use Re-initialize to restore a missing object or database. GCS reuses the Manager and preserves your custom databases and each database's Active setting.

Confirm that all six database types are activeโ€‹

Select GameCardManager in the Hierarchy. Its Inspector lists the Card, Deck, Player Unit, Enemy Unit, Status, and Encounter database groups in that order. In a newly initialized scene, every group should show 1/1 Active.

All six preset database groups showing 1/1 Active in the GameCardManager Inspector

Editor selectors and content discovery read the active databases. If a group shows 0/1 Active, enable its database. See Database setup to add or reorder content sources.

Select the encounter for the first runโ€‹

Once all six content types can be discovered, expand GameCardEncounterBootstrap on the same GameObject. Set Default Encounter to the encounter you want to run. For the first check, select Fenmoss Hollow and keep Auto Start On Play enabled.

FieldPurposeFirst check
Default EncounterSpecifies the player, enemies, rules, and rewards created after entering Play ModeSelect Fenmoss Hollow
Auto Start On PlayControls whether Bootstrap starts the battle automatically when the scene startsKeep enabled
EventsInvokes a UnityEvent after battle startup, or sends a GES event when GES integration is enabledKeep the defaults

When the Inspector displays the green Ready โ€” starts on Play status, the content sources, startup entry point, and default encounter are connected.

GameCardEncounterBootstrap with Fenmoss Hollow selected and the Ready โ€” starts on Play status

A fixed battle scene can continue to start automatically through Bootstrap. If a map, level, or save flow needs to select the Encounter dynamically, turn off automatic startup and connect the project flow as described in Starting a battle.

Enter Play Mode for the first checkโ€‹

Keep Default Encounter assigned and Auto Start On Play enabled, then enter Play Mode. The following results should appear in order:

  1. GameCardEncounterBootstrap reads Default Encounter.
  2. GameCardManager obtains the player, deck, enemies, rules, and rewards referenced by the encounter.
  3. Battle Runtime creates the player, enemies, hand, energy, intents, and turn state.
  4. The Battle UI displays the board, where the player can select targets, play cards, and end the turn.

At the same time, confirm that the Console contains no GCS errors and that the Hierarchy still contains GameCardManager, Main Camera, EventSystem, Background, Battle Runtime, and Battle Fx Directors. When you return to the GameCardManager Inspector, all six database groups should still be active.

If the first check fails
  • If no battle starts, check Default Encounter and Auto Start On Play first.

  • If the battle starts but the hand or units are missing, check whether the corresponding databases are Active.

  • If the cause is still unclear, use Common symptoms to collect evidence from the Console and Monitor.

Once the scene passes these checks, Project structure explains the directory boundary between the included Demo and production content. Database setup covers how to add, order, and activate custom databases.