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Issue index

Guide

Start from the visible symptom, identify whether it belongs to authoring, runtime mechanics, events, or presentation, then follow the matching investigation path

The diagram above provides one diagnostic entry. For an issue already visible in Edit Mode, inspect assets and databases first. In Play Mode, use the Monitor to confirm whether state changed, then continue into Behavior, phase, and event checks or move to UI, Prefab, VFX, and audio

Choose an entry by symptom

SymptomFirst evidenceContinue with
The target database is missing from the Database listRegistration and Active state on the ManagerContent authoring issues
A content picker does not show the target assetWhether the matching Active database contains it and whether project-wide fallback is activeDatabase management
The Issue Badge reports an Error or WarningOwning asset, field, or Node IDContent authoring issues
The battle does not startThe first GCS error in Console and Monitor Battle stateRuntime issues
The hand is empty or pile counts are wrongMonitor Pile and the current EncounterCard and pile lifecycle
A card cannot be playedMonitor Phase, hand membership, energy, target, and wait stateRuntime issues
A card plays but the result is wrongMonitor Flow, followed by Unit and PileRuntime issues
An enemy does not actMonitor Phase, Pending Intent, enemy alive state, and FlowEnemy authoring
A status is not applied or does not decayMonitor Unit, Flow, Phase, and status eventsStatus lifecycle
Battle progression stopsMonitor Gate, Phase, and Choice or Reward wait stateRuntime issues
An event listener does not respondWhether Monitor Event contains the expected eventRuntime issues
Runtime state is correct, but UI, VFX, or audio is wrongThe Monitor confirms the runtime state changeRuntime issues

Collect minimal reproduction evidence

Before reproducing the issue, open Game Card Monitor, clear previous records, then perform the smallest action that triggers it. Record at least:

  • Scene and Encounter name

  • Current Phase and Turn

  • Involved card, status, enemy, and target

  • First GCS error in Console with the complete stack trace

  • Relevant Battle, Pile, Unit, Gate, Flow, and Event records

warning
  • The Monitor does not backfill Flow, Phase, Gate, or Event history from before it was opened. When the issue cannot be reproduced reliably, an empty record does not prove that the behavior never occurred
  • When two issue types coexist, first repair database, reference, field, and FlowGraph structure problems already visible in Edit Mode, then run the smallest scene again. An invalid Encounter or broken Behavior cannot provide reliable runtime evidence