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# System prepended metadata

title: Documentation Structure - Demo - External

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# Documentation Structure - Demo - External

## Getting Started

### Start Here

 **1.** Game Carrier Overview (+)
 **2.** How Do I Start(+)
 **3.** What you will get (+)

###  User Dashboard
 **1.** Navigation - (How to use) (+)
 **2.** Stats (+)
 **3.** Download (+)

###  Prerequisites
 **1.** Hardware (GPU, CPU, RAM, SSD) (+)
 **2.** System (+)
 **3.** Software (+) (Removed since we have System section)

### Easy Start - NOTE: MATERIALS MUST FIT 5 PLATFORMS. 
*Customer selects Unity or Unreal. OR C++/.NET -> Client downloads corresponding packages.
(GameCarrier deploys its own servers that we provide for client-side testing.)*

*Client tests methods using our servers*

 **1.** 5-minute Quick Start Guide
 **2.** Client Methods
 **3.** Examples

### Server Configuration (nameserver, gameserver, jumpserver, dbserver, logserver, statsserver) - Depends on the System

*Option 1: GameCarrier provides Docker + Virtualbox appliances for quick deployment and testing*

*Option 2: Additionally we can provide appliances for cloud-based hosting - Azure / AWS*

 **1.** Download Appliances 
 **2.** Start Appliances (VM or Cloud)
 **3.** Self-oriented Approach (Download binaries, and install them by yourself)





### Game Application Demo
 **1.** How it works (nameserver, jumpserver, gameserver)
 **2.** Configuration
         - Servers Configuration (Jump Server, Auth Server, Game Server, DB, LOG, other)
         - Client Configuration (platform dependent - dashboard only)
         - Generating Certificates
         - Troubleshooting





 ### GC Services
 **1.** Persistence - Player/User Profiles
 **2.** Microtransactions
 **3.** Multiplatform Login


 ### Best Practices
 **1.** Scalability and performance
 **2.** Monitoring and logging
 **3.** Testing and debugging

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## API Reference

### Framework Concepts - Overview
   **1.** Client, Server, In-game Purchases

### Core Concepts - Bytes, Low-level things - Section For developers. 
 **1.** Game Carrier
 **2.** Implementing New Programming Language Bindings
 	- **2.1** Adding Adapters to Project
    - **2.2** Custom Adapters
 **3.** Application
 	- **3.1** - GC Applications (Auth, Lobby, Jump Server)
 **4.** Connection
 **5.** Counters

### Adapter API (C++)
 **1.** Methods
 **2.** Types Definition
 **3.** Enumerations
 **4.** Structures
 **5.** Events

 
### Client API (C++, Blueprint, C#)
 **1.** Methods
 **2.** Types Definition
 **3.** Enumerations
 **4.** Structures
 **5.** Events


### Loadbalancer API (C++, Blueprint, C#)
 **1.** Jump Server
          ->Methods
          ->Types Definition
          ->Enumerations
          ->Structures
 **5.** Events
 **2.** Authentication
 **3.** Game Lobby


### In-Game Purchases API
 **1.** Methods


### Player Profile API
 **1.** Methods

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## Reference

 **1.** Server Events
 **2.** Error Handling
 **3.** Glossary
 **4.** Troubleshooting
 **5.** Version history