// Movement if (!isVaulting) rb.velocity = new Vector3(movement.x * runSpeed, rb.velocity.y, movement.z * runSpeed);
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); fe parkour script
// Raycast to detect walls and ground isGrounded = IsGrounded(); isWalled = IsWalled(); // Movement if (
public class ParkourController : MonoBehaviour movement.z * runSpeed)
void TryWallJump() if (isWalled) WallJump();
transform.position = endPos; isVaulting = false;