Biome Manager

v1.1.0

Workflows

Complete recipes for the most common region setups.

Level-Gated Region

"The Highlands open at level 10" — with zero scene triggers.

  1. Create → Biome Manager → Requirement (GC2 Conditions), name it "Level_10"
  2. On the asset, add the condition: Player's Level variable ≥ 10 (use a Player/Self/Target source, never a dragged-in object)
  3. Set the Hint: "Reach level 10 to brave the Highlands."
  4. On the biome definition: Locked By Default ✓, add "Level_10" to Unlock Requirements
  5. Ensure the player has Requirement Database + Requirement Auto Grant
The moment the player hits level 10, Auto Grant grants the token, the biome unlocks and the barrier drops — even if the level-up happened mid-combat somewhere else.

Quest Key Unlock

A classic story gate: finishing "Repair the Bridge" opens the eastern bank.

  1. Create → Biome Manager → Requirement, name it "BridgeRepaired" with hint "Repair the old bridge."
  2. Add it to the eastern biome's Unlock Requirements (Locked By Default ✓)
  3. In the quest's completion Actions: Biome Manager → Requirements → Grant Requirement
  4. Optional: also run Mark Biome Discovered so the region appears on the map

Multiple gates compose freely: list several tokens and use Require All for AND ("bridge repaired AND toll paid") or uncheck it for OR ("any of three keys").

Scheduled Weather

A mountain biome that snows most of the time, with occasional fog banks.

  1. Create → Biome Manager → Environment → Weather Table
  2. Add entries: Snow (weight 70, hold 20–40 s) and Fog (weight 30, hold 15–30 s)
  3. Assign the table to the biome definition's Weather Table field
  4. Register the profiles in the Weather Controller's Available Profiles if you also want manual cycling
Entering the biome starts the schedule; leaving stops it. Any manual Set Weather / Cycle Weather call also stops it — explicit intent always beats the scheduler.

Natural Polygon Region

Outline a forest that follows your terrain instead of boxing it in.

  1. Add a Biome Zone, set Shape to Polygon
  2. In the Scene view, drag the corner handles along the tree line; Add Point in the inspector inserts corners
  3. Shift+Click several corners to select them, then drag one to move the group
  4. Drag a handle on the top outline to set the zone height (cover your tallest walkable point)
  5. Make sure the player is tagged Player (polygon zones poll by the Tracked Tag)
  6. Optional: set Blend Distance ≈ 4–6 for a spatial environment fade at the border
When the biome is locked, the barrier builds itself per edge along your outline with one continuous shield ribbon — no extra setup for irregular shapes.

COZY Weather Bridge

Let each biome drive COZY: Stylized Weather's global sky.

  1. Install COZY, then install Cozy Weather from Game Creator → Install (the entry activates once COZY is detected)
  2. Drop the Cozy Weather Bridge prefab into the scene — it ships with default mappings (Clear, Rain, Snow, Fog, Storm → matching COZY profiles)
  3. Adjust the mapping table to your preferred COZY profiles if desired

Every Biome Manager weather change is now forwarded to COZY: enter the desert → COZY's clear sky; the mountain weather table rolls Fog → COZY fog rolls in. If a weather type has no mapping, the bridge logs a one-time warning instead of failing silently.

The bridge binds via reflection — remove COZY at any time and the project still compiles; weather falls back to the built-in controller visuals.

Save & Load

  1. On the Player (same GameObject as the databases): add a GC2 Remember with the Biome Requirements and Biome Discovery memories
  2. On the GameManager (with BiomeManager): add a Remember with the Biome Unlocks memory
  3. Use GC2's standard Save / Load instructions anywhere (menu, save point, autosave)
Loading restores granted tokens, unlock states and discovery consistently — barriers refresh to the restored lock states automatically, even mid-session.