Overview
Every UI component subscribes to the runtime events by itself — drop it under a Canvas, assign its text/image references, done. There are no wiring fields, no glue scripts, and removing a component never breaks anything else.
1_Basics demo scene. All components are standard Unity UI + TextMeshPro — restyle them freely.Biome HUD
Compact icon + name display for the current biome. Fades to half opacity in the wilderness (outside all biomes) and to full inside a region.
- No Zone Text — the label shown outside all biomes (default "Wilderness")
- Barrier feedback — running into a locked barrier flashes the label red and briefly shows the locked biome's name (toggleable)
- Uses unscaled time — pause menus don't freeze the fade
Notifications
Animated toast (fade in → hold → fade out) with the biome icon, title and body text. It shows automatically on three occasions, each individually toggleable:
| Occasion | Shows |
|---|---|
| Biome entered | Biome name + description |
| Biome unlocked | "Unlocked: …" banner |
| Barrier contact | Locked message + unlock hint from the definition |
The Show Biome Notification instruction triggers it manually from any GC2 flow.
Progress Panel
A requirement checklist for a locked biome: one row per requirement with its player-facing hint and a met/unmet symbol. Unlocked requirements — and fully unlocked biomes — show as completed.
Nearby Mode (default)
Auto-targets the closest locked biome whose border is within Detection Range of the player and hides itself when none is near. Walk toward a barrier and the checklist appears by itself.
Fixed Mode
Shows only the biome set via the Refresh Progress instruction — for quest-log style presentation.
Compass Arrow & Distance
So the panel never reads as "you are here": the header shows the live distance to the tracked biome's border ("Wild Forest · 12 m"), and an arrow in the panel corner rotates toward the nearest border point relative to the camera — arrow up means straight ahead. It hides while inside the biome and in Fixed mode. Both are optional (Direction Arrow reference, Show Distance toggle).
Compendium (new in 1.1)
An exploration overview: one row per biome, in three knowledge tiers —unknown biomes appear as "???", sighted biomes (name revealed, never entered) show their name with an UNEXPLORED or LOCKED badge, and visited biomes show their visit count. It lists all biomes with registered zones plus an optional Additional Biomes list for regions from other scenes.
Knowledge stays coherent: whenever the game shows a biome's name — the barrier toast, the progress panel tracking it — the biome is auto-revealed as sighted, so the compendium never claims "???" for a name the player has already read. Both reveals are toggleable for stricter exploration designs.
- Click to track: selecting a discovered, locked row binds the progress panel to that biome — checklist and compass take over
- Live: reacts to discoveries, visits and lock changes automatically
- Show / Hide / Toggle via public API or the GC2 Show Compendium instruction (bind it to a key or a map button)
- Unknown Tease Range: "???" rows only appear while one of the biome's zones is within range (default 60) — distant regions don't flood the list, but something "coming up" teases itself before its name is revealed. Discovered biomes never drop off the list.
Together the three panels form one exploration loop: the compendium says what exists, the checklist says how to get in, the compass says where to go.
Weather Label
A one-line label showing the active weather ("Weather: Snow"). It stays in sync no matter what caused the change — biome entry, a weather-table schedule, the Cycle Weather instruction or a direct controller call. The format string is configurable.