void TryWallJump() if (isWalled) WallJump();
bool IsGrounded() // Raycast down from center of player return Physics.Raycast(transform.position, Vector3.down, 1.1f);
transform.position = endPos; isVaulting = false; fe parkour script
public class ParkourController : MonoBehaviour
void Jump() rb.AddForce(new Vector3(0f, jumpForce, 0f), ForceMode.Impulse); isGrounded = false; void TryWallJump() if (isWalled) WallJump()
Vector3 GetWallNormal() // Raycast to sides to get wall normal RaycastHit hit; if (Physics.Raycast(transform.position, transform.right, out hit, 1.1f)) return hit.normal; else if (Physics.Raycast(transform.position, -transform.right, out hit, 1.1f)) return hit.normal; return Vector3.zero;
// Raycast to detect walls and ground isGrounded = IsGrounded(); isWalled = IsWalled(); transform.position = endPos
void WallJump() // Assuming the wall normal can be detected properly Vector3 wallNormal = GetWallNormal(); Vector3 wallJumpDirection = Quaternion.Euler(0, 90, 0) * wallNormal; rb.velocity = new Vector3(wallJumpDirection.x * wallJumpForce, wallJumpForce, wallJumpDirection.z * wallJumpForce);