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- 6000.0.64 or later
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Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System
Hybrid ground + flight locomotion for mounts and vehicles. Platformer movement, double jump, forward-biased flight, smooth transitions, profiles, camera.
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Last 6 months
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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.
πΉ Core Features
- Platformer-style ground movement with sprinting
- Configurable double jump (or more)
- Forward-biased aerial flight with banking and pitch
- Seamless ground β 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
πΉ 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
πΉ 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
πΉ 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
πΉ 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
πΉ 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
πΉ 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 β State orchestration, shared data, public API
- AerialMountInput β Input abstraction (Old + New Input System compatible)
- GroundLocomotion β Platformer-style ground movement
- AerialLocomotion β Forward-biased flight mechanics
- TransitionHandler β Ground β flight state transitions
- AerialMountCamera β Third-person follow camera
- AerialMountAudio (optional) β Event-driven audio playback
- AerialMountAnimator (optional) β 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
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.0.64f1 | Not listed | Compatible | Not listed |
As listed on the Asset Store.