System Dashboard
The main GCS entry point for checking scene status, opening Game Card Editor and Game Card Monitor, and locating version information, project directories, and support channels
Open the window from:
Tools > TinyGiants > GCS > Game Card System

The left column above handles the current scene setup, environment information, and daily tools. The right column provides Changelog, project directories, and external support links. The header shows the window version, product position, and an included battle preview.
Initialize System and System Information in the left column are covered in Installation and Initialization, so they are not repeated here.
Authoring and debugging
After the system and scene are initialized successfully, both Open buttons under Editor & Monitor become available.

Game Card Editor in the image handles content authoring, while Game Card Monitor handles Play Mode runtime tracing.
| Entry | Window opened | Working scope |
|---|---|---|
Game Card Editor | Game Card Editor | Creates and edits content in the six Card, Deck, Player, Enemy, Status, and Encounter modes. The database dropdown enumerates only Active databases on the current Manager |
Game Card Monitor | Game Card Monitor | Inspects the battle, piles, units, phases, FlowGraph, events, and waiting states. It begins live refresh in Play Mode, and its content depends on the current Manager and battle state |
Both windows can also be opened directly from Tools > TinyGiants > GCS.
See Game Card Editor and Game Card Monitor for the complete workflows.
The right column provides versions, directories, and external support
Changelog expands the full version history in the window

Quick Access locates directories under the current installation
Quick Access does not move or modify assets. It resolves common directories from the current GCS installation and user-data locations.

The first click selects the directory in the Project window. Click the same entry again while it remains selected to open that directory.
| Entry | Actual location and content |
|---|---|
Documentation | The Docs/ directory under the current GCS installation |
Demo Databases | Demo/Databases/ under the current installation, containing all six preset databases |
Demo Scenes | Demo/Scenes/ under the current installation, containing 12 playable battle scenes |
API Scripts | Runtime/ under the current installation, containing GCS.API.cs and the rest of the runtime code |
Custom Data | The currently resolved user-data root, at Assets/TinyGiantsData/GameCardSystem/ by default |
- If the disk path exists but cannot be loaded as a Unity asset, the entry opens that location in the system file manager instead.
Initialize Systemdoes not create the defaultCustom Datadirectory automatically. Before any project content has been created, clicking it can correctly produce no result.
See Project Structure for the boundary between installation and user-data directories, Demo Content Reference and Demo Scene Reference for the Demo databases and scenes, and the GCSApi Guide for the public entry point under Runtime.
Support & Community opens external channels
If the documentation, Console, and Monitor still do not identify a problem after local diagnosis, use Support & Community to request technical support with useful evidence.

Prepare the following before submitting a support request:
- The four environment values under
System Information. - The complete Unity Console error and call stack.
- The relevant tab and waiting state from Game Card Monitor.
- A reliable reproduction sequence, Encounter name, and related content assets.
Before sending the request, complete one local diagnosis pass through Common Symptoms and Runtime Errors, then include the evidence above.
Once the current scene and all six database types are ready, open Game Card Editor and begin authoring project content in the Card, Deck, Player, Enemy, Status, and Encounter modes.