Fe Parkour — Script

private Rigidbody rb; private bool isGrounded = true; private bool isWalled = false; private bool isVaulting = false;

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

transform.position = endPos; isVaulting = false; private Rigidbody rb; private bool isGrounded = true;

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); private Rigidbody rb

void Update()