bool IsWalled() Physics.Raycast(transform.position, -transform.right, out hit, 1.1f)) return true; return false;
private Rigidbody rb; private bool isGrounded = true; private bool isWalled = false; private bool isVaulting = false; fe parkour script
// 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; bool IsWalled() Physics
void Update()
void Jump() rb.AddForce(new Vector3(0f, jumpForce, 0f), ForceMode.Impulse); isGrounded = false; bool IsWalled() Physics.Raycast(transform.position
void Start() rb = GetComponent<Rigidbody>();