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.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.----------------------------------------------------------------------More Details: Online Documentation----------------------------------------------------------------------Zones that follow your worldDraw natural region outlines as polygons directly in the Scene view (multi-select handles, height control) — or use any trigger collider for simple shapesBorder blending: the environment cross-fades spatially as the player approaches a border instead of flipping at a lineEnter/exit detection is robust against border-standing and slope slidingZones nest and overlap: a clearing inside a forest simply gets a higherPriority — leaving it returns you to the forest, never to "wilderness"Progression built inBiomes unlock through composable requirement tokens (AND/OR) — grant them from any GC2 flow: quests, stats, items, bosses, dialogueSelf-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 triggersLocked biomes raise a solid barrier with a holographic shield visual that traces the zone outline, contact feedback includedDiscovery tracking (found / visited counts) independent of unlock state — for maps, compendiums and completion statsA compendium panel lists every biome — discovered ones with visit counts, unknown ones as "???" — and hands locked entries to the requirement checklist with one clickThe progress panel points the way: a compass arrow and live distance to the nearest locked borderEnvironment, weather, audio per regionEnvironment profiles: skybox, ambient light, fog, URP post-processing volume, terrain distances — cross-faded on entryWeather profiles with particles, wind, light tint and audio loop; weighted weather tables schedule changing weather per biome with min/max hold timesAudio profiles: music cross-fade plus a randomized ambient one-shot poolOptional bridge drives COZY: Stylized Weather per biome — no dependency, it simply activates when COZY is installedFully Game Creator 2 native11 Instructions, 7 Conditions, 4 Property getters, 5 Triggers, 3 MemoriesPersistence runs through GC2's standard Save/Load (Remember components) — unlocks, granted requirements and discovery state all restore correctly, including barriersSelf-subscribing UI components: biome HUD, notification toasts, weather label, and a requirement progress panel that auto-targets the nearest locked biomeAuthoring comfortBiome Manager window: every biome in the project grouped by folder, with lock badges, search and scene validationSectioned inspectors, Scene-view gizmos in biome colors, tooltips on every fieldDuplicate-safe asset identity: duplicating a biome or requirement regenerates its ID so save data never collidesRuntime tab in the Biome Manager window: live lock states, granted requirements, weather and discovery — with one-click unlock/lock test buttonsWhat 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.- Unity 6 (6000.0+), URP. Built and tested on Unity 6.3 / URP 17- Requires Game Creator 2 (sold separately); TextMeshPro for the UI components;Input System for the demo scenes- Zone shapes: trigger colliders (any type) or authored XZ polygons (point-in-polygoncontainment, per-edge barrier walls, Scene-view handle editing)- 5 assembly definitions (Common / Runtime / GameCreator / UI / Editor) — runtime hasno GC2 dependency; the GC2 layer is a separate assembly- GC2 nodes: 11 Instructions, 7 Conditions, 4 Property getters, 5 Triggers, 3 Memories- Persistence via GC2 Remember/Save-Load (ID-stable ScriptableObject references)- COZY: Stylized Weather integration via reflection — zero hard dependency, optionalinstall package appears when COZY is detected- HDRP: post-processing profile field targets URP Volume; HDRP swap is documented butnot automated- Full C# source included, XML-documented public API- Three demo scenes (basics, multi-biome progression, COZY weather) installed via theGC2 install window; core package stays clean if you skip themAI has been used during the development progress to create test classes, improve code quality and reducing redundant tasks. Also as part of the marketing and image generation process.




