Fe Parkour Script
public class ParkourController : MonoBehaviour
transform.position = endPos; isVaulting = false; fe parkour script
private Rigidbody rb; private bool isGrounded = true; private bool isWalled = false; private bool isVaulting = false; public class ParkourController : MonoBehaviour transform
// 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; isVaulting = false
while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null;
Vector3 movement = new Vector3(horizontal, 0.0f, vertical);
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);