Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System
Golem Kin Games
$18.89
$26.99
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Hybrid ground + flight locomotion for mounts and vehicles. Platformer movement, double jump, forward-biased flight, smooth transitions, profiles, camera.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 — 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.🔹 Core FeaturesPlatformer-style ground movement with sprintingConfigurable double jump (or more)Forward-biased aerial flight with banking and pitchSeamless ground ↔ flight transitions with momentum carry-overRigidbody-based physics for consistent collisionsScriptableObject Mount Profiles for easy tuningSelf-contained third-person camera (no Cinemachine required)Optional audio and animator integrationClean public API and UnityEvents for extensibility🔹 Ground LocomotionCamera-relative movementAcceleration and deceleration controlCoyote time and jump bufferingSlope handling with configurable limitsFast, responsive jump arcs with fall gravity tuning🔹 Aerial LocomotionAlways-forward flight with minimum speedSpeed control (min / cruise / max)Banking turns with auto-levelDirect vertical control (rise/sink)Optional hover assist at low speedsSpeed-based turn and bank curves🔹 Transitions & StatesGrounded, Taking Off, Flying, Falling statesTakeoff from ground or during a jumpControlled exit from flight into fallingMomentum preserved across transitionsNo infinite flight toggling — land to reset🔹 Camera SystemClassic third-person platformer cameraAutomatic follow and rotationSpeed-based distance and look-aheadCollision avoidanceSeparate tuning for ground and flight🔹 Built for DevelopersModular, readable architectureOld and New Input System supportNo dependenciesDesigned to plug into existing projectsIdeal foundation for custom mounts, vehicles, or traversal systems🔹 Use CasesFlying mounts and creaturesBroomsticks and magical transportSci-fi speeders or hoverbikesHybrid cars, boats, or vehicles with flight burstsTraversal-focused games and prototypesIf you need a polished, extensible hybrid movement system that feels grounded on land and powerful in the air — without fighting your physics — this controller is built for exactly that.Architecture OverviewThe controller is composed of discrete runtime components, each responsible for a single domain:AerialMountController – State orchestration, shared data, public APIAerialMountInput – Input abstraction (Old + New Input System compatible)GroundLocomotion – Platformer-style ground movementAerialLocomotion – Forward-biased flight mechanicsTransitionHandler – Ground ↔ flight state transitionsAerialMountCamera – Third-person follow cameraAerialMountAudio (optional) – Event-driven audio playbackAerialMountAnimator (optional) – Animator parameter synchronizationAll tuning values are stored in a ScriptableObject-based Mount Profile, allowing multiple configurations to be swapped at runtime without code changes.Physics ModelUses a Rigidbody for all movementGravity remains enabled at all timesHorizontal and vertical forces are applied explicitly per stateVelocity is preserved across transitions using configurable blendingRigidbody interpolation supported for camera stabilityThis approach ensures consistent collision response, momentum continuity, and compatibility with other physics-driven systemsmarketing imagery




