
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
Screenshots
Roadmap
Support
Need help? Check out the Support page for:
- Frequently Asked Questions
- Changelog and version history
- Contact information
- Community resources