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Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System preview
Unity

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

By Golem Kin Games

Current price
$26.99
Lowest recorded
$26.99
14 likes
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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.

Recorded prices for Aerial Mount Controller | Physics based Flying/Witch/Mech Movement System Price history over the last three months. The solid stepped line shows standalone prices, including inferred periods. Blue lines with diamond markers show bundle package prices. Offer details follow the graph. $0.00 $13.50 $26.99 Aug 8, 2026 Nov 8, 2026
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.

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