Issue index
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
| Symptom | First evidence | Continue with |
|---|---|---|
| The target database is missing from the Database list | Registration and Active state on the Manager | Content authoring issues |
| A content picker does not show the target asset | Whether the matching Active database contains it and whether project-wide fallback is active | Database management |
| The Issue Badge reports an Error or Warning | Owning asset, field, or Node ID | Content authoring issues |
| The battle does not start | The first GCS error in Console and Monitor Battle state | Runtime issues |
| The hand is empty or pile counts are wrong | Monitor Pile and the current Encounter | Card and pile lifecycle |
| A card cannot be played | Monitor Phase, hand membership, energy, target, and wait state | Runtime issues |
| A card plays but the result is wrong | Monitor Flow, followed by Unit and Pile | Runtime issues |
| An enemy does not act | Monitor Phase, Pending Intent, enemy alive state, and Flow | Enemy authoring |
| A status is not applied or does not decay | Monitor Unit, Flow, Phase, and status events | Status lifecycle |
| Battle progression stops | Monitor Gate, Phase, and Choice or Reward wait state | Runtime issues |
| An event listener does not respond | Whether Monitor Event contains the expected event | Runtime issues |
| Runtime state is correct, but UI, VFX, or audio is wrong | The Monitor confirms the runtime state change | Runtime 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:
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Scene and Encounter name
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Current Phase and Turn
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Involved card, status, enemy, and target
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First GCS error in Console with the complete stack trace
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Relevant
Battle,Pile,Unit,Gate,Flow, andEventrecords
- 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