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Package details
- Latest version
- 1.1.0
- Last updated
- First released
- Unity version
- 6000.3.9 or later
- Package size
- 583 KB
- Files
- 88
- Favorites
- 2
- Views in the past week
- 10
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- $11.19 on
Keywords
Biome Manager for Game Creator 2
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.
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Price history
Last 6 months
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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
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.9f1 | Compatible | Compatible | Compatible |
As listed on the Asset Store.