Game Card Editor
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

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

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.
| Area | Work performed | Feedback after a change |
|---|---|---|
List | Selects an Active Database and supports search, filters, sorting, creation, duplication, deletion, and content reordering | Count badges and list rows reflect the current result immediately |
Inspector | Edits the current content identity, values, tags, visual assets, related content, and optional Behavior | Field changes are written to the sub-asset in the current database and recorded in Unity Undo |
Preview | Renders content appearance and analyzes composition, Behavior, Intent, and references | Provides the first static check without entering Play Mode |

Manage data in the List area
| Goal | Gesture or key | Result |
|---|---|---|
| Switch Mode | ← / → | Cycles through the tabs in their fixed order |
| Move list selection | ↑ / ↓ | Cycles through the currently visible list |
| Copy one entry | Windows Ctrl + CmacOS Cmd + C | Writes the current entry to the window's internal clipboard |
| Paste one entry | Windows Ctrl + VmacOS Cmd + V | Copies an entry of the same type into the current database |
| Delete | Delete or Backspace | Opens a confirmation window, then deletes the current entry or multi-selection |
| Undo and Redo | Windows Ctrl + Z / Ctrl + YmacOS Cmd + Z / Cmd + Shift + Z | Unity handles global Undo/Redo and the window refreshes with the result. Sort state does not participate in Undo |
Shift-click selects a continuous range from the current entry to the target within the filtered and sorted visible list.Ctrl-click, orCmd-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.
See Database Management for the connections among the six asset types through Database, Encounter, Starting Deck, and Deck Entry.
- Card
- Deck
- Player
- Enemy
- Status
- Encounter
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.

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.
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.
Deck mode organizes card references and Copies as an ordered entry list. Keep one Deck Entry for each unique card and use Copies to determine its actual quantity.

Iron Resolve in the image contains 7 unique cards and 17 copies. The right column recalculates Type, Rarity, Tags, cost distribution, and Insights whenever an entry changes.
A Deck can later serve as a Player's Starting Deck or an Encounter's Reward Deck.
See Deck Authoring for assembly and analysis.
Player mode references a Deck as Starting Deck and defines the player character's name, description, Tags, Icon, Template, Base HP, Base Energy, and energy display.

Squire in the image combines 70 HP, 3 base energy, and the Iron Resolve starting deck in one definition. The right column renders the character Template and previews the Energy name, icon, and description.
Used By lists Active Encounters that configure the current Player directly as their combatant. Click an entry to switch to the corresponding Encounter mode.
See Player Authoring for the complete character attributes, starting deck, and resource display configuration.
Enemy mode defines an opponent through Tier, HP Min, HP Max, Template, and Behavior. At battle start, each enemy instance receives random HP from the inclusive range between HP Min and HP Max.

Strawman in the image shows HP 14–18, character rendering, an OnEnemyBehaviorStart Behavior summary, and the distribution of Attack, Defend, and Special Intents. These static results let you inspect attributes and intent composition before Play Mode.
The Intent distribution comes from the classifications of LeafIntent nodes in Behavior. It is not the live Intent for the enemy's next runtime action.
Used By for an Enemy lists Active Encounters that include it directly. See Enemy Authoring for enemy attributes, Behavior entries, and Intent analysis.
Status mode uses Type, Icon, Stack Rule, Max Stacks, Decay Rule, Show Stack Count, and Behavior to turn card and enemy behavior into shared, stackable Buffs or Debuffs.

Strength in the image is an Additive, Never Decay Buff with Max Stacks set to -1. The right column identifies the OnDealDamage Hook from Behavior. Used By in the same area lists three cards, one status, and three enemies that reference it in the current Active content.
Additive adds new stacks to the current count. Never does not decay automatically. Max Stacks -1 means unlimited stacks. A value of 0 also leaves the runtime uncapped but produces a Validation Warning. Only a positive integer sets an actual stack limit.
See Status Authoring and Status System for the complete rules.
Encounter mode assigns the combat Player, orders Enemy Units, selects a Reward Deck, and saves the Battle Rules for this battle.

The Threshing Field in the image combines Squire, Strawman, a reward deck, and the Battle Rules. Lineup and Battle Rules in the right column are the final static checks before Play Mode.
| Battle Rules field | What it controls |
|---|---|
Starting Hand Size | Number of cards drawn at battle start |
Draw Per Turn | Number of cards drawn each turn after the first |
Max Hand Size | Base hand limit, which the OnHandSizeLimit Hook can still change at runtime |
Starting Energy | Base energy per turn. 0 uses the Player's Base Energy, while a positive value overrides it |
Card Reward Count | Requested reward count. The runtime uses at least 1 and limits the result to the number of non-null unique entries in Reward Deck |
Armor Decay | Base armor reset rule. The OnResetArmor Hook can modify or cancel the reset |
Hand Discard | Discards or retains normal cards at turn end. Retain cards remain, while Ethereal cards still exhaust |
Enemy Intent Display | Displays enemy intents as Hidden, IconOnly, or Full |
Animation Gap | Saved on the Encounter and shown in the preview summary, but not currently read by the runtime |
Encounter is top-level content started by the scene Bootstrap or directly from code, so its Used By does not list a parent GCS asset.
See Encounter Authoring and Starting a Battle for the complete assembly workflow.
Open FlowGraph from a content field
The specific effect behavior for a Card, Enemy, or Status is stored in its Behavior.

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.
Previewshows 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
PlayerandEnemysupports both 2D and 3D previews. Used Byinspects established connections and references.