Content authoring issues
Start from the Issue Badge and current asset, then check fields, references, database ownership, and FlowGraph structure in order
The diagram above establishes the order for investigating authoring issues. Repair the current asset first, then follow its references into other content. Once the assets are valid, confirm that the database and scene use the same content set
Understand Errors and Warnings
| Level | Meaning | Action |
|---|---|---|
| Error | A required name, reference, range, or FlowGraph structure is invalid | Fix it before runtime verification |
| Warning | Recommended information, an optional asset, or configuration needed by a specific workflow is incomplete | Confirm whether the value is intentionally empty |
Issues report and locate problems. They do not repair assets or prevent saving, deleting, or entering Play Mode. Some Warnings can remain legally. For example, an Encounter that offers no card reward may omit Reward Deck; when card rewards are required, the same Warning identifies missing configuration
The Game Card Editor binds each Issue to a specific asset and field. After fixing one, select the asset again to refresh the results
Assets or databases do not appear
First determine whether the missing item is a database or content within a database:
- When the target database is absent from the Database list, confirm that the current scene has a
GameCardManagerand that the database is registered and Active - When the Database is present but its list is empty, confirm that the intended database is selected and inspect its entry count in the database Inspector
- When a content picker cannot find an asset, confirm that an Active database of the matching type contains it
- When the picker still shows Inactive content, check whether every Active database is empty and project-wide fallback has been triggered
Active controls active enumeration and GUID lookup, but a Unity direct reference that was already saved may remain valid. A card that still draws does not by itself prove that its card database is Active. See database management for the complete boundary
Repair broken references
After the database can locate an asset, follow any field that still shows Missing. Common examples include Card Template, Status Icon, Unit Prefab, Encounter Player, Enemy Units, Reward Deck, and FlowGraph nodes pointing to deleted content. Reassign each reference through the object picker, then use Preview and Used By to inspect the affected content
Used By does not cover other scenes, Prefabs, project code, or runtime references. Run a project-wide search before deleting a shared asset
Complete the minimum usable content
| Content | Check first |
|---|---|
| Card | Name, cost, type, Target, Template, and a Behavior Entry plus Action when the card should produce an effect |
| Deck | Name, at least one valid Card entry, and Copies >= 1 on every entry |
| Player | Name, Starting Deck, Template, base HP, and energy |
| Enemy | Name, valid HP range, Template, Behavior, Pattern, and a path to Leaf Intent |
| Status | Name, Type, Stack Rule, Decay Rule, Icon, and a Behavior when it must respond to a timing |
| Encounter | Player, at least one Enemy, the required Reward Deck, and Battle Rules |
After these minimum fields are complete, Preview can verify static composition and references. Dynamic targets, random branches, and actual resolution still require Play Mode verification
Repair an invalid FlowGraph
When fields and references are valid but the content still produces no result, inspect the Behavior execution path:
-
Does it contain an Entry that matches the content type and expected timing?
-
Does the control path connect the Entry to an actual Action?
-
Does an Enemy Behavior enter a Pattern or Leaf Intent from
On Enemy Behavior Start? -
Are data-port types compatible, and can the target resolve to an empty value?
-
Does a Group boundary show a red connection or warning?
-
Does a custom node's declared output name match the name passed to
StoreResult?
0 Issues in the FlowGraph Editor only confirms that covered static checks pass. It does not prove that every business path is reachable. After a fix, open the smallest test scene and verify the actual result in the Monitor's Flow, Unit, and Pile tabs