Unity
Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System
- Current price
- $26.99
- Lowest recorded
- $26.99
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Price history
Lowest recorded standalone price: $26.99. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.
Standalone price
Last three months, in USD. Bundle prices cover the whole package.
About Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System
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 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
🔹 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
🔹 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
🔹 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 — land to reset
🔹 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
🔹 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
🔹 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 — without fighting your physics — this controller is built for exactly that.
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 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
🔹 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
🔹 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
🔹 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 — land to reset
🔹 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
🔹 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
🔹 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 — without fighting your physics — this controller is built for exactly that.
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