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System Dashboard

Guide

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 Game Card System dashboard with Setup, tools, Changelog, Quick Access, and Support cards

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.

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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.

The Editor & Monitor card with entries for Game Card Editor and Game Card Monitor

Game Card Editor in the image handles content authoring, while Game Card Monitor handles Play Mode runtime tracing.

EntryWindow openedWorking scope
Game Card EditorGame Card EditorCreates 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 MonitorGame Card MonitorInspects 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
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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

The Changelog card in the Game Card System dashboard

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

The first click selects the directory in the Project window. Click the same entry again while it remains selected to open that directory.

EntryActual 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, at Assets/TinyGiantsData/GameCardSystem/ by default
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  • 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 System does not create the default Custom Data directory 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.

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

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.
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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.