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Game Card Editor

Guide

Manage all six battle content types in one window, with immediate access to fields, finished previews, Behavior entry points, references, and validation results

Open the window from:

Tools > TinyGiants > GCS > Game Card Editor

The Game Card Editor window

After system initialization, you can open the same window from the Editor & Monitor card on the Game Card System Dashboard.

The button that opens Game Card Editor from the Game Card System dashboard

tip

The dashboard enables this button only after the initialization state passes its checks. The menu entry itself has no such gate.

Visual authoring workflow

The six tabs at the top switch the content type. List, Inspector, and Preview below them always update together around the current Mode and entry, keeping the authoring workflow continuous.

AreaWork performedFeedback after a change
ListSelects an Active Database and supports search, filters, sorting, creation, duplication, deletion, and content reorderingCount badges and list rows reflect the current result immediately
InspectorEdits the current content identity, values, tags, visual assets, related content, and optional BehaviorField changes are written to the sub-asset in the current database and recorded in Unity Undo
PreviewRenders content appearance and analyzes composition, Behavior, Intent, and referencesProvides the first static check without entering Play Mode

Card mode in Game Card Editor with List, Inspector, and Preview columns

Manage data in the List area

GoalGesture or keyResult
Switch Mode / Cycles through the tabs in their fixed order
Move list selection / Cycles through the currently visible list
Copy one entryWindows Ctrl + C
macOS Cmd + C
Writes the current entry to the window's internal clipboard
Paste one entryWindows Ctrl + V
macOS Cmd + V
Copies an entry of the same type into the current database
DeleteDelete or BackspaceOpens a confirmation window, then deletes the current entry or multi-selection
Undo and RedoWindows Ctrl + Z / Ctrl + Y
macOS Cmd + Z / Cmd + Shift + Z
Unity handles global Undo/Redo and the window refreshes with the result. Sort state does not participate in Undo
tip
  • Shift-click selects a continuous range from the current entry to the target within the filtered and sorted visible list. Ctrl-click, or Cmd-click on macOS, adds or removes individual entries. The multi-selection bar can Duplicate, add an existing Tag, remove a Tag, or Delete in bulk.
  • The list clipboard accepts content of the same type only. It does not paste after switching to another Mode.

Configure data in the Inspector area

Card defines content the player can play. Deck determines how many copies of each card enter a deck. Player binds the starting deck and per-turn resources. Enemy defines opponents. Status provides reusable Buffs and Debuffs. Encounter finally combines the player, enemies, rewards, and rules for the whole battle.

tip

See Database Management for the connections among the six asset types through Database, Encounter, Starting Deck, and Deck Entry.

Card mode keeps name, description, cost, and other properties together with Behavior in one card definition. Preview uses its Template to generate a static Editor card face for layout and visual-asset checks.

The Strike card definition and finished preview in Card mode

In the image, Strike remains a database entry in the left column, the middle column edits that same definition, and the right column already renders its cost, image, name, and Deal 6 damage. description on the card. It also extracts an OnCardPlayed summary from Behavior.

tip

Dynamic tokens in the description use fixed sample values for this static card face. They do not represent live values from the current battle.

See Card Authoring for the complete card fields, card face, and upgrade relationships, and Target Selection for target modes.

Open FlowGraph from a content field

The specific effect behavior for a Card, Enemy, or Status is stored in its Behavior.

The Edit FlowGraph button and entry summary in the Behavior area of Game Card Editor

OnCardPlayed in the image is the trigger entry for the current Card Behavior. Click Edit FlowGraph to open the Behavior owned by that card.

See FlowGraph Editor for graph editing, Card Behavior Recipes and Status Behavior Recipes for common card and status structures, and Enemy Behavior Recipes for enemy action structures.

Preview data and inspect references in the Preview area

Field changes in Inspector update the appearance, composition, Behavior, Intent, lineup, and rules in Preview. This gives you the complete current content result during authoring.

tip
  • Preview shows Editor rendering and static analysis. It does not execute a real battle. Verify runtime state in Play Mode through Game Card Monitor.
  • The Render area for Player and Enemy supports both 2D and 3D previews.
  • Used By inspects established connections and references.