Biome Manager for Game Creator 2 View on Asset Store (opens in new tab)

Package details

Latest version
1.1.0
Last updated
First released
Unity version
6000.3.9 or later
Package size
583 KB
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88
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Biome Manager for Game Creator 2

by cupedos (opens in new tab)

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Region system for Game Creator 2: draw biome zones, gate them behind requirements, and drive environment, weather and audio per region - fully through GC2 visual scripting, no code.

Price $15.99

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Last 6 months

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Price history for Biome Manager for Game Creator 2, 6 months Current $15.99; lowest $11.19; highest $15.99 in this period. $0 $10 $20 21 Sep 5 Oct 19 Oct 2 Nov

Asset preview

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Biome Manager for Game Creator 2 screenshot 1

Biome Manager for Game Creator 2 screenshot 1

About this asset

Biome Manager adds the layer between "one global weather" and "a world that feels like regions": zones with their own environment, weather and audio, an unlock progression on top, and every interaction exposed as Game Creator 2 visual scripting. 

You define each region as a ScriptableObject, draw its boundary in the Scene view, and wire the gameplay with the same Instructions, Conditions and Triggers you already use. No custom scripts required — the three demo scenes ship without a single line of project code.

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More Details: Online Documentation

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Zones that follow your world

  • Draw natural region outlines as polygons directly in the Scene view (multi-select handles, height control) — or use any trigger collider for simple shapes
  • Border blending: the environment cross-fades spatially as the player approaches a border instead of flipping at a line
  • Enter/exit detection is robust against border-standing and slope sliding
  • Zones nest and overlap: a clearing inside a forest simply gets a higher
  • Priority — leaving it returns you to the forest, never to "wilderness"

Progression built in

  • Biomes unlock through composable requirement tokens (AND/OR) — grant them from any GC2 flow: quests, stats, items, bosses, dialogue
  • Self-evaluating requirements: author a GC2 condition (e.g. "Level ≥ 5") on the requirement asset itself; a single observer grants it automatically — no per-requirement scene triggers
  • Locked biomes raise a solid barrier with a holographic shield visual that traces the zone outline, contact feedback included
  • Discovery tracking (found / visited counts) independent of unlock state — for maps, compendiums and completion stats
  • A compendium panel lists every biome — discovered ones with visit counts, unknown ones as "???" — and hands locked entries to the requirement checklist with one click
  • The progress panel points the way: a compass arrow and live distance to the nearest locked border

Environment, weather, audio per region

  • Environment profiles: skybox, ambient light, fog, URP post-processing volume, terrain distances — cross-faded on entry
  • Weather profiles with particles, wind, light tint and audio loop; weighted weather tables schedule changing weather per biome with min/max hold times
  • Audio profiles: music cross-fade plus a randomized ambient one-shot pool
  • Optional bridge drives COZY: Stylized Weather per biome — no dependency, it simply activates when COZY is installed

Fully Game Creator 2 native

  • 11 Instructions, 7 Conditions, 4 Property getters, 5 Triggers, 3 Memories
  • Persistence runs through GC2's standard Save/Load (Remember components) — unlocks, granted requirements and discovery state all restore correctly, including barriers
  • Self-subscribing UI components: biome HUD, notification toasts, weather label, and a requirement progress panel that auto-targets the nearest locked biome

Authoring comfort

  • Biome Manager window: every biome in the project grouped by folder, with lock badges, search and scene validation
  • Sectioned inspectors, Scene-view gizmos in biome colors, tooltips on every field
  • Duplicate-safe asset identity: duplicating a biome or requirement regenerates its ID so save data never collides
  • Runtime tab in the Biome Manager window: live lock states, granted requirements, weather and discovery — with one-click unlock/lock test buttons

What it is not: Biome Manager is a systems asset, not a VFX pack. 

It ships with simple demo particles and a barrier shader; for high-end sky and weather visuals pair it with COZY (bridge included) or your own effects.

From the publisher's Asset Store listing.

Technical details

- Unity 6 (6000.0+), URP. Built and tested on Unity 6.3 / URP 17

- Requires Game Creator 2 (sold separately); TextMeshPro for the UI components;

Input System for the demo scenes

- Zone shapes: trigger colliders (any type) or authored XZ polygons (point-in-polygon

containment, per-edge barrier walls, Scene-view handle editing)

- 5 assembly definitions (Common / Runtime / GameCreator / UI / Editor) — runtime has

no GC2 dependency; the GC2 layer is a separate assembly

- GC2 nodes: 11 Instructions, 7 Conditions, 4 Property getters, 5 Triggers, 3 Memories

- Persistence via GC2 Remember/Save-Load (ID-stable ScriptableObject references)

- COZY: Stylized Weather integration via reflection — zero hard dependency, optional

install package appears when COZY is detected

- HDRP: post-processing profile field targets URP Volume; HDRP swap is documented but

not automated

- Full C# source included, XML-documented public API

- Three demo scenes (basics, multi-biome progression, COZY weather) installed via the

GC2 install window; core package stays clean if you skip them

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.9f1 Compatible Compatible Compatible

As listed on the Asset Store.