Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.0.64 or later
Package size
11.5 MB
Files
135
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Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System

by Golem Kin Games (opens in new tab)

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Hybrid ground + flight locomotion for mounts and vehicles. Platformer movement, double jump, forward-biased flight, smooth transitions, profiles, camera.

Price $26.99

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Price history

Last 6 months

USD
Price history for Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System, 6 months Current $26.99; lowest $26.99; highest $26.99 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov

Asset preview

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Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System screenshot 1

Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System screenshot 1

About this asset

Aerial Mount Controller is a hybrid locomotion framework that seamlessly blends responsive ground movement with forward-biased aerial flight. Designed for flying mounts, broomsticks, speeders, hoverbikes, and hybrid vehicles, this system focuses purely on movement β€” no combat, magic, or AI included.

This is not a free-fly or 6DOF system. Flight is intentional, momentum-driven, and always forward-moving, creating the feel of riding something rather than piloting a drone. Ground movement exists to support takeoff, landing, and traversal, making transitions frequent, smooth, and satisfying.

πŸ”Ή Core Features

  • Platformer-style ground movement with sprinting
  • Configurable double jump (or more)
  • Forward-biased aerial flight with banking and pitch
  • Seamless ground ↔ flight transitions with momentum carry-over
  • Rigidbody-based physics for consistent collisions
  • ScriptableObject Mount Profiles for easy tuning
  • Self-contained third-person camera (no Cinemachine required)
  • Optional audio and animator integration
  • Clean public API and UnityEvents for extensibility

πŸ”Ή Ground Locomotion

  • Camera-relative movement
  • Acceleration and deceleration control
  • Coyote time and jump buffering
  • Slope handling with configurable limits
  • Fast, responsive jump arcs with fall gravity tuning

πŸ”Ή Aerial Locomotion

  • Always-forward flight with minimum speed
  • Speed control (min / cruise / max)
  • Banking turns with auto-level
  • Direct vertical control (rise/sink)
  • Optional hover assist at low speeds
  • Speed-based turn and bank curves

πŸ”Ή Transitions & States

  • Grounded, Taking Off, Flying, Falling states
  • Takeoff from ground or during a jump
  • Controlled exit from flight into falling
  • Momentum preserved across transitions
  • No infinite flight toggling β€” land to reset

πŸ”Ή Camera System

  • Classic third-person platformer camera
  • Automatic follow and rotation
  • Speed-based distance and look-ahead
  • Collision avoidance
  • Separate tuning for ground and flight

πŸ”Ή Built for Developers

  • Modular, readable architecture
  • Old and New Input System support
  • No dependencies
  • Designed to plug into existing projects
  • Ideal foundation for custom mounts, vehicles, or traversal systems

πŸ”Ή Use Cases

  • Flying mounts and creatures
  • Broomsticks and magical transport
  • Sci-fi speeders or hoverbikes
  • Hybrid cars, boats, or vehicles with flight bursts
  • Traversal-focused games and prototypes

If you need a polished, extensible hybrid movement system that feels grounded on land and powerful in the air β€” without fighting your physics β€” this controller is built for exactly that.

From the publisher's Asset Store listing.

Technical details

Architecture Overview

The controller is composed of discrete runtime components, each responsible for a single domain:

  • AerialMountController – State orchestration, shared data, public API
  • AerialMountInput – Input abstraction (Old + New Input System compatible)
  • GroundLocomotion – Platformer-style ground movement
  • AerialLocomotion – Forward-biased flight mechanics
  • TransitionHandler – Ground ↔ flight state transitions
  • AerialMountCamera – Third-person follow camera
  • AerialMountAudio (optional) – Event-driven audio playback
  • AerialMountAnimator (optional) – Animator parameter synchronization

All tuning values are stored in a ScriptableObject-based Mount Profile, allowing multiple configurations to be swapped at runtime without code changes.

Physics Model

  • Uses a Rigidbody for all movement
  • Gravity remains enabled at all times
  • Horizontal and vertical forces are applied explicitly per state
  • Velocity is preserved across transitions using configurable blending
  • Rigidbody interpolation supported for camera stability

This approach ensures consistent collision response, momentum continuity, and compatibility with other physics-driven systems

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.64f1 Not listed Compatible Not listed

As listed on the Asset Store.