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# Arena Demo

The Game Creator Arena is the practical reference scene for an indie project: open it, play it, inspect each skill asset, then copy the patterns into your own character.

Open:

```
Assets/unity-gas-pure/GameplayAbilityToolkit/Demo/GameCreatorArena/Scenes/GameCreatorArenaSkills.unity
```

![Game Creator Arena training scene running with the shared Arena HUD texture set.](/files/pjrmkKF61bYn5r9lVu13)

## Controls

| Input  | Ability        |
| ------ | -------------- |
| LMB    | Light Attack   |
| RMB    | Heavy Attack   |
| Space  | Dodge          |
| Q      | Firebolt       |
| E      | Meteor         |
| Hold F | Flamethrower   |
| R      | Warcry         |
| H      | Reset training |

The scene keeps Game Creator Press and Release Triggers as the runtime input entry point. They dispatch GAT logical input IDs through `Press Input` and `Release Input`.

## Ability Assets

The seven Game Creator abilities live in:

```
Assets/unity-gas-pure/GameplayAbilityToolkit/Demo/GameCreatorArena/Abilities
```

| Asset                | Execution Type       | Demonstrates                                                                        |
| -------------------- | -------------------- | ----------------------------------------------------------------------------------- |
| `GA_GC_LightAttack`  | `Melee`              | Three-step combo, montage hit markers, combo markers, light damage, hit reaction.   |
| `GA_GC_HeavyAttack`  | `Melee`              | Single heavy strike, stamina cost, cooldown, heavy damage, hit feedback.            |
| `GA_GC_Firebolt`     | `Projectile`         | Cast montage, projectile spawn, travel, single-target impact, burn, impact VFX.     |
| `GA_GC_Meteor`       | `TargetedProjectile` | Ground target collector, targeting state, falling projectile, area impact, cue.     |
| `GA_GC_Flamethrower` | `Channel`            | Hold and release input, mana tick cost, cone ticks, while-active cue.               |
| `GA_GC_Dodge`        | `Movement`           | Dodge montage, transient motion, stamina cost, cooldown, temporary invulnerability. |
| `GA_GC_Warcry`       | `SelfEffect`         | Cast montage, haste effect, aura cue, cooldown.                                     |

## HUD And Triggers

`GC_ArenaHUD` uses the same gameplay UI texture set as the regular Arena HUD. This keeps the Game Creator scene visually comparable to the normal Arena scene while exercising the Game Creator input path.

The scene includes active Game Creator Trigger objects for press and release input. While `State.Targeting` is active, normal ability presses are suppressed so target confirmation does not also trigger another ability.

## Arena Parity

The demo is designed to mirror the regular Arena behavior:

| Regular Arena                                       | Game Creator Arena                                                |
| --------------------------------------------------- | ----------------------------------------------------------------- |
| GAT input map                                       | Game Creator Press and Release Triggers calling GAT input nodes.  |
| Regular `AbilityDefinition` assets                  | `GameCreatorAbilityDefinition` recipe assets.                     |
| Arena HUD                                           | `GC_ArenaHUD` using the same texture set and runtime state.       |
| Training projectiles, cues, effects, and attributes | Matching Game Creator ability recipes and Visual Scripting hooks. |

Developers should keep the seven `GA_GC_*` assets mapped to their regular Arena counterparts when changing gameplay behavior.

## Demo Verification

Manual QA:

1. Open each `GA_GC_*` asset and confirm the expected execution type.
2. Play `GameCreatorArenaSkills.unity`.
3. Test LMB, RMB, Space, Q, E, hold/release F, R, and H.
4. Confirm melee combo timing needs release between presses.
5. Confirm Meteor targeting blocks unrelated ability presses until confirm or cancel.
6. Confirm the HUD updates resources, cooldowns, active cues, and ability state.
7. Compare damage, burn, invulnerability, channel tick, projectile, and cue behavior with the regular Arena.


---

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