Biome Manager

v1.1.0

Overview

Biome Manager

Welcome to Biome Manager! This documentation covers everything you need to define, unlock and breathe life into every region of your world - entirely inside Game Creator 2.
Biome Manager Preview

Key Features

Zones That Follow Your World

Draw natural region outlines as polygons in the Scene view, or use any trigger collider for simple shapes.

Unlock Progression

Gate biomes behind composable requirement tokens (AND/OR). Grant them from quests, stats, items, or any GC2 flow.

Solid Barriers

Locked biomes raise a physical wall with a holographic shield that traces the zone outline - feedback included.

Environment Per Region

Skybox, ambient light, fog, URP post-processing and terrain distances cross-fade on entry - with spatial border blending.

Weather & Schedules

Weather profiles with particles, wind and light tint. Weighted weather tables schedule changing weather per biome.

Discovery Tracking

Track which biomes the player has found and how often they visited - independent of unlock state.

GC2 Visual Scripting

11 Instructions, 7 Conditions, 4 Properties, 5 Triggers, 3 Memories - the demo scenes contain zero custom scripts.

COZY Bridge Included

Optionally drive COZY: Stylized Weather per biome. Reflection-based - no dependency when COZY is absent.

Quick Overview

Biome Manager (BM) 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.

Each region is a ScriptableObject asset. You draw its boundary in the Scene view, and wire the gameplay with the same Instructions, Conditions and Triggers you already use. The three demo scenes ship without a single line of custom code.

System Architecture

┌──────────────────────────────────────────────────────────────┐
│                        BiomeManager                          │
│   (singleton - registry, lock states, unlock evaluation)     │
├──────────────────────────────────────────────────────────────┤
│                                                              │
│  ┌───────────────┐   ┌───────────────┐   ┌───────────────┐   │
│  │BiomeDefinition│   │  Requirement  │   │ WeatherTable  │   │
│  │  (SO Asset)   │   │  (SO Token)   │   │  (SO Asset)   │   │
│  │ • Profiles    │   │ • Hint text   │   │ • Weighted    │   │
│  │ • Requirements│   │ • Optional GC2│   │   entries     │   │
│  │ • Barrier     │   │   conditions  │   │ • Hold times  │   │
│  └───────┬───────┘   └───────┬───────┘   └───────────────┘   │
│          │                   │                               │
│  ┌───────┴───────┐   ┌───────┴────────────┐                  │
│  │   BiomeZone   │   │RequirementDatabase │  (on the Player) │
│  │ Collider or   │   │+ RequirementAuto-  │                  │
│  │ Polygon shape │   │  Grant + Discovery │                  │
│  └───────────────┘   └────────────────────┘                  │
│                                                              │
│  Controllers: Environment · Weather · Audio  (one per scene) │
│  UI (self-subscribing): HUD · Toast · Progress · Weather     │
├──────────────────────────────────────────────────────────────┤
│ Events: OnBiomeEnter/Exit, OnBiomeUnlocked/Locked,           │
│         OnWeatherChanged, OnBarrierHit, OnDiscovered         │
└──────────────────────────────────────────────────────────────┘

Introduction Video

Introduction Video

Screenshots

Roadmap

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Support

Need help? Check out the Support page for:

  • Frequently Asked Questions
  • Changelog and version history
  • Contact information
  • Community resources