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System dashboard

Guide

Use Game Card System to initialize the current scene, check setup status, open daily tools, and reach project and support resources

Open the window from this menu:

Tools > TinyGiants > GCS > Game Card System

The Game Card System dashboard with setup, tools, changelog, quick-access, and support cards

The left column above handles current-scene setup, environment information, and daily tools. The right column provides the Changelog, project directories, and external support links. The header shows the window version, product positioning, and a preview of the included battles. See Installation and initialization for the actions and results under Initialize System and System Information.

Open authoring and diagnostic tools

After the system and scene initialize successfully, both Open buttons under Editor & Monitor become available.

The Editor & Monitor card with Game Card Editor and Game Card Monitor entry points

Game Card Editor above handles content authoring. Game Card Monitor traces the runtime in Play Mode.

Entry pointWindow openedActual working scope
Game Card EditorGame Card EditorCreates and edits content in Card, Deck, Player, Enemy, Status, and Encounter modes. The Database dropdown lists only Active databases on the current Manager
Game Card MonitorGame Card MonitorInspects battle, piles, units, phases, FlowGraph, events, and wait state. It refreshes live in Play Mode, and its content depends on the current Manager and battle state

Both windows also open directly from the Tools > TinyGiants > GCS menu. See Game Card Editor and Game Card Monitor for their complete workflows.

Check the Changelog

The Changelog card in the Game Card System dashboard

The Changelog card previews the latest version. Click View Full Changelog to inspect the complete history. After an upgrade, you can check the delivered version here without leaving Unity or editing package files.

Locate directories through Quick Access

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

The Quick Access card with links to common package directories and the custom data directory

The first click selects the matching directory in the Project window. When it is already selected, clicking the same entry again opens that directory.

Entry pointActual location and content
DocumentationThe Docs/ directory under the current GCS installation
Demo DatabasesDemo/Databases/ under the current installation, containing all six preset databases
Demo ScenesDemo/Scenes/ under the current installation, containing 12 playable battle scenes
API ScriptsRuntime/ under the current installation, containing GCS.API.cs and the rest of the runtime code
Custom DataThe currently resolved user-data root, which defaults to Assets/TinyGiantsData/GameCardSystem/
tip
  • If a disk path exists but cannot load as a Unity asset, the entry opens the location in the system file manager instead.

  • Initialize System does not create the default Custom Data directory. If the project has no custom content yet, a click with no visible result is expected.

See Project structure for the boundary between installation and user-data directories. Demo content reference and Demo scene reference cover the Demo databases and scenes. GCSApi guide explains the public entry point under Runtime.

Submit a support request

If documentation and local checks through the Console and Monitor do not identify the problem, use Support & Community to request help.

The Support & Community card with documentation, community, forum, email, and rating links

Prepare the following information before submitting a support request:

  • All four environment values from System Information.

  • The complete Unity Console error and call stack.

  • The relevant Game Card Monitor tab and current wait state.

  • Reproduction steps, 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.

After the current scene and all six database types are ready, open Game Card Editor and begin authoring project content in Card, Deck, Player, Enemy, Status, and Encounter modes.