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 likeregions": zones with their own environment, weather and audio, an unlock progression ontop, and every interaction exposed as Game Creator 2 visual scripting.You define each region as a ScriptableObject, draw its boundary in the Scene view, andwire 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 ofproject code.----------------------------------------------------------------------More Details: Online Documentation----------------------------------------------------------------------Zones that follow your world- Draw natural region outlines as polygons directly in the Scene view (multi-selecthandles, height control) — or use any trigger collider for simple shapes- Border blending: the environment cross-fades spatially as the player approaches aborder 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 higherpriority — leaving it returns you to the forest, never to "wilderness"Progression built in- Biomes unlock through composable requirement tokens (AND/OR) — grant them from anyGC2 flow: quests, stats, items, bosses, dialogue- Self-evaluating requirements: author a GC2 condition (e.g. "Level ≥ 5") on therequirement 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 thezone 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 checklistwith one click- The progress panel points the way: a compass arrow and live distance to thenearest locked borderEnvironment, 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 weathertables 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 simplyactivates when COZY is installedFully 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 arequirement progress panel that auto-targets the nearest locked biomeAuthoring 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 IDso save data never collides- Runtime tab in the Biome Manager window: live lock states, grantedrequirements, 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 withsimple demo particles and a barrier shader; for high-end sky and weather visuals pairit with COZY (bridge included) or your own effects.Requires Game Creator 2 (sold separately). Demo scenes install through the standardGC2 install window.- 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.




