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.


by cupedos


Price History +

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.

Requires Game Creator 2 (sold separately). Demo scenes install through the standard

GC2 install window.