Fe Parkour Script ✓
void Start() rb = GetComponent<Rigidbody>();
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);
void Update() isWalled)) TryWallJump();
bool IsGrounded() // Raycast down from center of player return Physics.Raycast(transform.position, Vector3.down, 1.1f); fe parkour script
void TryWallJump() if (isWalled) WallJump();
bool IsWalled() // Raycast to sides RaycastHit hit; if (Physics.Raycast(transform.position, transform.right, out hit, 1.1f)
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; void Start() rb = GetComponent<
// Raycast to detect walls and ground isGrounded = IsGrounded(); isWalled = IsWalled();
while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null;
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; Vector3 wallJumpDirection = Quaternion.Euler(0
// 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;
// Movement if (!isVaulting) rb.velocity = new Vector3(movement.x * runSpeed, rb.velocity.y, movement.z * runSpeed);
public class ParkourController : MonoBehaviour
private Rigidbody rb; private bool isGrounded = true; private bool isWalled = false; private bool isVaulting = false;
transform.position = endPos; isVaulting = false;