Fe Parkour Script → ❲Fresh❳

transform.position = endPos; isVaulting = false;

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

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

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; transform.position = endPos

// Movement if (!isVaulting) rb.velocity = new Vector3(movement.x * runSpeed, rb.velocity.y, movement.z * runSpeed);

void Update() isWalled)) TryWallJump();

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