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Kayak Controller preview
Unity

Kayak Controller

By RageRun Games

$15

Rated 4.0/5 from 4 ratings on Unity.

About Kayak Controller

Kayak Controller - Paddle with Physics & Precision.

Navigate rivers, lakes, or open waters with full control using this Kayak Controller - a physics-based paddling system for Unity built with realism, responsiveness, and modularity in mind. Whether you're creating a serene exploration game or an intense time-based river race, this controller provides the mechanics you need to bring kayaking to life.

It simulates kayak movement using real paddle strokes, visual leaning, and water interaction - powered by Rigidbody physics, customizable buoyancy points, and stroke-driven force application. Ideal for both first-person and third-person kayaking games.

Key Features:
Physics-based paddle stroke movement (forward, draw, sweep).
Adjustable buoyancy system with configurable points.
Directional drag and slope-based speed dynamics.
Visual lean system tied to input and momentum.
Modular paddle setup with splash and strike effects.
Water surface interaction support (calm or animated waves).
Full support for gamepad, keyboard, and mobile input.
Works with any kayak or paddle model.
Clean, commented source code with editor-friendly settings.
Quick integration - drag, assign water, and paddle away.
Upgrades available with URP (Boat Attack Water System) and HDRP (Unity Water System).
Feel free to use your own water system!

NOTE:
This package uses Cinemachine and the Animation Rigging package, so it's recommended to import it into a new, empty Unity project. You may receive a prompt asking to override project settings.

The asset is developed using Unity 2022, so please ensure you're importing it into Unity 6 only. Support for earlier Unity versions will be added in upcoming updates.

This package also uses the free Crest Water System (for the Built-in Render Pipeline). The updates are also available for separate versions for URP and HDRP as well.

Please make sure to import only the relevant packages according to your project's render pipeline.

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