Fe | Parkour Script

void Jump() rb.AddForce(new Vector3(0f, jumpForce, 0f), ForceMode.Impulse); isGrounded = false;

// Raycast to detect walls and ground isGrounded = IsGrounded(); isWalled = IsWalled();

void Update() isWalled)) TryWallJump();

void Start() rb = GetComponent<Rigidbody>();

private Rigidbody rb; private bool isGrounded = true; private bool isWalled = false; private bool isVaulting = false; fe parkour script

bool IsGrounded() // Raycast down from center of player return Physics.Raycast(transform.position, Vector3.down, 1.1f);

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; void Jump() rb

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);