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.
Requires Game Creator 2 (sold separately). Demo scenes install through the standard
GC2 install window.