Parkour Script — Fe
// Move over obstacle float elapsedTime = 0; float duration = 0.5f; // Hardcoded vault duration Vector3 startPos = transform.position; Vector3 endPos = startPos + transform.forward * vaultDistance + Vector3.up * vaultHeight;
Vector3 movement = new Vector3(horizontal, 0.0f, vertical);
void Jump() rb.AddForce(new Vector3(0f, jumpForce, 0f), ForceMode.Impulse); isGrounded = false; fe parkour script
transform.position = endPos; isVaulting = false;
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); // Move over obstacle float elapsedTime = 0;
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;
while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null; float duration = 0.5f
bool IsWalled()
// Parkour actions if (Input.GetButtonDown("Fire1") && (isGrounded
// Jumping if (Input.GetButtonDown("Jump") && isGrounded) Jump();
bool IsGrounded() // Raycast down from center of player return Physics.Raycast(transform.position, Vector3.down, 1.1f);