Fe — Parkour Script
IEnumerator Vault() isVaulting = true; // Raycast ahead to find obstacle RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, vaultDistance)) // If obstacle is too high, do not vault if (hit.point.y > transform.position.y + vaultHeight) isVaulting = false; yield break;
// Raycast to detect walls and ground isGrounded = IsGrounded(); isWalled = IsWalled();
// Movement Variables public float runSpeed = 8.0f; public float jumpForce = 5.0f; public float wallJumpForce = 5.0f; public float vaultDistance = 2.0f; public float vaultHeight = 1.0f; fe parkour script
void Update() isWalled)) TryWallJump();
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); IEnumerator Vault() isVaulting = true; // Raycast ahead
bool IsWalled() // Raycast to sides RaycastHit hit; if (Physics.Raycast(transform.position, transform.right, out hit, 1.1f)
// Movement if (!isVaulting) rb.velocity = new Vector3(movement.x * runSpeed, rb.velocity.y, movement.z * runSpeed); IEnumerator Vault() isVaulting = true
void Jump() rb.AddForce(new Vector3(0f, jumpForce, 0f), ForceMode.Impulse); isGrounded = false;
if (Input.GetButtonDown("Fire2") && isGrounded) StartCoroutine(Vault());
while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null;